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Colorful vaporizer beams, with a cvar to disable
[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_particles_vaporizerbeam = true;
79
80 string Draw_VaporizerBeam_trace_callback_tex;
81 float Draw_VaporizerBeam_trace_callback_rnd;
82 vector Draw_VaporizerBeam_trace_callback_rgb;
83 float Draw_VaporizerBeam_trace_callback_a;
84 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
85 {
86         float i;
87         vector vorg;
88         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
89         for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
90                 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);
91         Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
92 }
93
94 .vector vorg1, vorg2;
95 .float spawn_time;
96 void VaporizerBeam_Draw(entity this)
97 {
98         //draw either the old v2.3 beam or the new beam
99         particles_alphamin = particles_alphamax = particles_fade = 1;
100
101         string tex = "particles/lgbeam";
102         if(this.cnt)
103                 tex = "particles/gauntletbeam";
104         vector rgb = getcsqcplayercolor(this.sv_entnum);
105         rgb *= (1 + 0.7);
106
107         float fail = (self.nextthink - time);
108
109         Draw_VaporizerBeam_trace_callback_tex = tex;
110         Draw_VaporizerBeam_trace_callback_rnd = 0;
111         Draw_VaporizerBeam_trace_callback_rgb = rgb;
112         Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
113         WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, world, world, Draw_VaporizerBeam_trace_callback);
114         Draw_VaporizerBeam_trace_callback_tex = string_null;
115
116         /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
117         if(autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo()))
118                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
119         else
120                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
121 }
122
123 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
124 {
125         Net_Accept(vortex_beam);
126         this.think = SUB_Remove;
127         this.nextthink = time + 0.8;
128         this.draw = VaporizerBeam_Draw;
129         this.drawmask = MASK_NORMAL;
130
131         this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
132         this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
133         this.cnt = ReadByte();
134         this.sv_entnum = ReadShort();
135         this.team = ReadByte() - 1;
136
137         if(autocvar_cl_particles_vaporizerbeam)
138         {
139                 WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
140                 this.draw = func_null;
141                 this.drawmask = MASK_NORMAL;
142                 this.nextthink = time + 0.1;
143         }
144
145         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
146         return true;
147 }
148 #endif
149
150 #ifdef SVQC
151 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
152 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
153
154 void W_RocketMinsta_Explosion(vector loc)
155 {SELFPARAM();
156         if(accuracy_canbegooddamage(self))
157                 accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
158         entity dmgent = spawn();
159         dmgent.owner = dmgent.realowner = self;
160         setorigin(dmgent, loc);
161         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);
162         remove(dmgent);
163 }
164
165 void W_Vaporizer_Attack(Weapon thiswep)
166 {SELFPARAM();
167         bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
168         float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
169
170         W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
171         // handle sound separately so we can change the volume
172         // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
173         sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
174
175         yoda = 0;
176         damage_goodhits = 0;
177         FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
178
179         // do this now, as goodhits is disabled below
180         SendCSQCVaporizerBeamParticle(self, damage_goodhits);
181
182         if(yoda && flying)
183                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
184         if(damage_goodhits && self.vaporizer_lasthit)
185         {
186                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
187                 damage_goodhits = 0; // only every second time
188         }
189
190         self.vaporizer_lasthit = damage_goodhits;
191
192         if(autocvar_g_rm)
193         if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
194                 W_RocketMinsta_Explosion(trace_endpos);
195
196         W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
197 }
198
199 void W_RocketMinsta_Laser_Explode ()
200 {SELFPARAM();
201         if(other.takedamage == DAMAGE_AIM)
202                 if(IS_PLAYER(other))
203                         if(DIFF_TEAM(self.realowner, other))
204                                 if(other.deadflag == DEAD_NO)
205                                         if(IsFlying(other))
206                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
207
208         self.event_damage = func_null;
209         self.takedamage = DAMAGE_NO;
210         RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
211         remove(self);
212 }
213
214 void W_RocketMinsta_Laser_Touch ()
215 {SELFPARAM();
216         PROJECTILE_TOUCH;
217         //W_RocketMinsta_Laser_Explode ();
218         RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
219         remove(self);
220 }
221
222 void W_RocketMinsta_Attack2()
223 {SELFPARAM();
224         makevectors(self.v_angle);
225
226         entity proj;
227         float counter = 0;
228         float total = autocvar_g_rm_laser_count;
229         float spread = autocvar_g_rm_laser_spread;
230         float rndspread = autocvar_g_rm_laser_spread_random;
231
232         float w = self.weapon;
233         self.weapon = WEP_ELECTRO.m_id;
234         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
235         self.weapon = w;
236
237         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
238
239     while(counter < total)
240         {
241         proj = new(plasma_prim);
242         proj.owner = proj.realowner = self;
243         proj.bot_dodge = true;
244         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
245         proj.use = W_RocketMinsta_Laser_Explode;
246         proj.think = adaptor_think2use_hittype_splash;
247         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
248         PROJECTILE_MAKETRIGGER(proj);
249         proj.projectiledeathtype = WEP_ELECTRO.m_id;
250         setorigin(proj, w_shotorg);
251
252                 proj.rm_force = autocvar_g_rm_laser_force / total;
253                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
254                 proj.rm_edmg = proj.rm_damage;
255
256         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
257
258         proj.movetype = MOVETYPE_BOUNCEMISSILE;
259         //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
260                 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
261                 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
262                 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
263         proj.angles = vectoangles(proj.velocity);
264         proj.touch = W_RocketMinsta_Laser_Touch;
265         setsize(proj, '0 0 -3', '0 0 -3');
266         proj.flags = FL_PROJECTILE;
267         proj.missile_flags = MIF_SPLASH;
268
269         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
270
271         MUTATOR_CALLHOOK(EditProjectile, self, proj);
272         counter++;
273     }
274 }
275
276 void W_RocketMinsta_Attack3 ()
277 {SELFPARAM();
278         makevectors(self.v_angle);
279
280         entity proj;
281         float counter = 0;
282         float total = 1;
283
284         int w = self.weapon;
285         self.weapon = WEP_ELECTRO.m_id;
286         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
287         self.weapon = w;
288
289         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
290
291     while(counter < total)
292         {
293         proj = new(plasma_prim);
294         proj.owner = proj.realowner = self;
295         proj.bot_dodge = true;
296         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
297         proj.use = W_RocketMinsta_Laser_Explode;
298         proj.think = adaptor_think2use_hittype_splash;
299         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
300         PROJECTILE_MAKETRIGGER(proj);
301         proj.projectiledeathtype = WEP_ELECTRO.m_id;
302         setorigin(proj, w_shotorg);
303
304                 proj.rm_force = autocvar_g_rm_laser_force / total;
305                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
306                 proj.rm_edmg = proj.rm_damage;
307
308         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
309
310         proj.movetype = MOVETYPE_BOUNCEMISSILE;
311                 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
312                 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
313         proj.angles = vectoangles(proj.velocity);
314         proj.touch = W_RocketMinsta_Laser_Touch;
315         setsize(proj, '0 0 -3', '0 0 -3');
316         proj.flags = FL_PROJECTILE;
317         proj.missile_flags = MIF_SPLASH;
318
319         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
320
321         MUTATOR_CALLHOOK(EditProjectile, self, proj);
322         counter++;
323     }
324 }
325
326                 METHOD(Vaporizer, wr_aim, void(entity thiswep))
327                 {
328                         if(self.WEP_AMMO(VAPORIZER) > 0)
329                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
330                         else
331                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
332                 }
333                 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
334                 {
335                         float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
336                         // if the laser uses load, we also consider its ammo for reloading
337                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
338                                 Weapon w = get_weaponinfo(actor.weapon);
339                                 w.wr_reload(w);
340                         } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
341                                 Weapon w = get_weaponinfo(actor.weapon);
342                                 w.wr_reload(w);
343                         }
344                         if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
345                         {
346                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
347                                 {
348                                         W_Vaporizer_Attack(thiswep);
349                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
350                                 }
351                         }
352                         if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
353                         {
354                                 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
355                                 {
356                                         bool rapid = autocvar_g_rm_laser_rapid;
357                                         if(actor.jump_interval <= time && !actor.held_down)
358                                         {
359                                                 if(rapid)
360                                                         actor.held_down = true;
361                                                 actor.jump_interval = time + autocvar_g_rm_laser_refire;
362                                                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
363                                                 damage_goodhits = 0;
364                                                 W_RocketMinsta_Attack2();
365                                         }
366                                         else if(rapid && actor.jump_interval2 <= time && actor.held_down)
367                                         {
368                                                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
369                                                 damage_goodhits = 0;
370                                                 W_RocketMinsta_Attack3();
371                                                 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
372                                         }
373                                 }
374                                 else if (actor.jump_interval <= time)
375                                 {
376                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
377                                         actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
378
379                                         // decrease ammo for the laser?
380                                         if(WEP_CVAR_SEC(vaporizer, ammo))
381                                                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
382
383                                         // ugly instagib hack to reuse the fire mode of the laser
384                                         makevectors(actor.v_angle);
385                                         int oldwep = actor.weapon; // we can't avoid this hack
386                                         actor.weapon = WEP_BLASTER.m_id;
387                                         W_Blaster_Attack(
388                                                 actor,
389                                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
390                                                 WEP_CVAR_SEC(vaporizer, shotangle),
391                                                 WEP_CVAR_SEC(vaporizer, damage),
392                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
393                                                 WEP_CVAR_SEC(vaporizer, radius),
394                                                 WEP_CVAR_SEC(vaporizer, force),
395                                                 WEP_CVAR_SEC(vaporizer, speed),
396                                                 WEP_CVAR_SEC(vaporizer, spread),
397                                                 WEP_CVAR_SEC(vaporizer, delay),
398                                                 WEP_CVAR_SEC(vaporizer, lifetime)
399                                         );
400                                         actor.weapon = oldwep;
401
402                                         // now do normal refire
403                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
404                                 }
405                         }
406                         else
407                                 actor.held_down = false;
408                 }
409                 METHOD(Vaporizer, wr_init, void(entity thiswep))
410                 {
411                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
412                         VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
413                 }
414                 METHOD(Vaporizer, wr_setup, void(entity thiswep))
415                 {
416                         self.ammo_field = WEP_AMMO(VAPORIZER);
417                         self.vaporizer_lasthit = 0;
418                 }
419                 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
420                 {
421                         float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
422                         float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
423                         ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
424                         return ammo_amount;
425                 }
426                 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
427                 {
428                         if(!WEP_CVAR_SEC(vaporizer, ammo))
429                                 return true;
430                         float ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
431                         ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
432                         return ammo_amount;
433                 }
434                 METHOD(Vaporizer, wr_config, void(entity thiswep))
435                 {
436                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
437                 }
438                 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
439                 {
440                         self.vaporizer_lasthit = 0;
441                 }
442                 METHOD(Vaporizer, wr_reload, void(entity thiswep))
443                 {
444                         float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
445                         float used_ammo;
446                         if(WEP_CVAR_SEC(vaporizer, ammo))
447                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
448                         else
449                                 used_ammo = vaporizer_ammo;
450
451                         W_Reload(self, used_ammo, SND(RELOAD));
452                 }
453                 METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
454                 {
455                         return WEAPON_THINKING_WITH_PORTALS;
456                 }
457                 METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
458                 {
459                         return WEAPON_VAPORIZER_MURDER;
460                 }
461
462 #endif
463 #ifdef CSQC
464
465                 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
466                 {
467                         vector org2 = w_org + w_backoff * 6;
468                         if(w_deathtype & HITTYPE_SECONDARY)
469                         {
470                                 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
471                                 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
472                         }
473                         else
474                         {
475                                 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
476                                 if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
477                         }
478                 }
479                 METHOD(Vaporizer, wr_init, void(entity thiswep))
480                 {
481                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
482                         {
483                                 precache_pic("gfx/reticle_nex");
484                         }
485                 }
486                 METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
487                 {
488                         if(button_zoom || zoomscript_caught)
489                         {
490                                 reticle_image = "gfx/reticle_nex";
491                                 return true;
492                         }
493                         else
494                         {
495                                 // no weapon specific image for this weapon
496                                 return false;
497                         }
498                 }
499
500 #endif
501 #endif