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