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Weapons: make WepSet_FromWeapon more verbose, making Weapons_from uses more obvious
[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         WriteByte(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;
107         //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
108         //if (e == NULL)
109         //{
110                 rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true);
111                 //rgb = '1 1 1';
112         //}
113         //else
114         //      rgb = e.glowmod;
115         rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
116
117         float fail = (self.nextthink - time);
118
119         Draw_VaporizerBeam_trace_callback_tex = tex;
120         Draw_VaporizerBeam_trace_callback_rnd = 0;
121         Draw_VaporizerBeam_trace_callback_rgb = rgb;
122         Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
123         WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, world, world, Draw_VaporizerBeam_trace_callback);
124         Draw_VaporizerBeam_trace_callback_tex = string_null;
125
126         /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
127         if(autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo()))
128                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
129         else
130                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
131 }
132
133 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
134 {
135         Net_Accept(vortex_beam);
136         this.think = SUB_Remove_self;
137         this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
138         this.draw = VaporizerBeam_Draw;
139         this.drawmask = MASK_NORMAL;
140
141         this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
142         this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
143         this.cnt = ReadByte();
144         int myowner = ReadByte();
145         this.owner = playerslots[myowner - 1];
146         this.sv_entnum = myowner;
147         this.team = ReadByte() - 1;
148
149         if(autocvar_cl_vaporizerbeam_particle)
150         {
151                 WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
152                 this.draw = func_null;
153                 this.drawmask = MASK_NORMAL;
154                 remove(this);
155         }
156
157         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
158         return true;
159 }
160 #endif
161
162 #ifdef SVQC
163 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
164 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
165
166 void W_RocketMinsta_Explosion(vector loc)
167 {SELFPARAM();
168         if(accuracy_canbegooddamage(self))
169                 accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
170         entity dmgent = spawn();
171         dmgent.owner = dmgent.realowner = self;
172         setorigin(dmgent, loc);
173         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);
174         remove(dmgent);
175 }
176
177 void W_Vaporizer_Attack(Weapon thiswep)
178 {SELFPARAM();
179         bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
180         float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
181
182         W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
183         // handle sound separately so we can change the volume
184         // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
185         sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
186
187         yoda = 0;
188         damage_goodhits = 0;
189         FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
190
191         // do this now, as goodhits is disabled below
192         SendCSQCVaporizerBeamParticle(self, damage_goodhits);
193
194         if(yoda && flying)
195                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
196         if(damage_goodhits && self.vaporizer_lasthit)
197         {
198                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
199                 damage_goodhits = 0; // only every second time
200         }
201
202         self.vaporizer_lasthit = damage_goodhits;
203
204         if(autocvar_g_rm)
205         if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
206                 W_RocketMinsta_Explosion(trace_endpos);
207
208         W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
209 }
210
211 void W_RocketMinsta_Laser_Explode ()
212 {SELFPARAM();
213         if(other.takedamage == DAMAGE_AIM)
214                 if(IS_PLAYER(other))
215                         if(DIFF_TEAM(self.realowner, other))
216                                 if(other.deadflag == DEAD_NO)
217                                         if(IsFlying(other))
218                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
219
220         self.event_damage = func_null;
221         self.takedamage = DAMAGE_NO;
222         RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
223         remove(self);
224 }
225
226 void W_RocketMinsta_Laser_Touch ()
227 {SELFPARAM();
228         PROJECTILE_TOUCH;
229         //W_RocketMinsta_Laser_Explode ();
230         RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
231         remove(self);
232 }
233
234 void W_RocketMinsta_Attack2()
235 {SELFPARAM();
236         makevectors(self.v_angle);
237
238         entity proj;
239         float counter = 0;
240         float total = autocvar_g_rm_laser_count;
241         float spread = autocvar_g_rm_laser_spread;
242         float rndspread = autocvar_g_rm_laser_spread_random;
243
244         float w = self.weapon;
245         self.weapon = WEP_ELECTRO.m_id;
246         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
247         self.weapon = w;
248
249         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
250
251     while(counter < total)
252         {
253         proj = new(plasma_prim);
254         proj.owner = proj.realowner = self;
255         proj.bot_dodge = true;
256         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
257         proj.use = W_RocketMinsta_Laser_Explode;
258         proj.think = adaptor_think2use_hittype_splash;
259         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
260         PROJECTILE_MAKETRIGGER(proj);
261         proj.projectiledeathtype = WEP_ELECTRO.m_id;
262         setorigin(proj, w_shotorg);
263
264                 proj.rm_force = autocvar_g_rm_laser_force / total;
265                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
266                 proj.rm_edmg = proj.rm_damage;
267
268         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
269
270         proj.movetype = MOVETYPE_BOUNCEMISSILE;
271         //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
272                 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
273                 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
274                 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
275         proj.angles = vectoangles(proj.velocity);
276         proj.touch = W_RocketMinsta_Laser_Touch;
277         setsize(proj, '0 0 -3', '0 0 -3');
278         proj.flags = FL_PROJECTILE;
279         proj.missile_flags = MIF_SPLASH;
280
281         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
282
283         MUTATOR_CALLHOOK(EditProjectile, self, proj);
284         counter++;
285     }
286 }
287
288 void W_RocketMinsta_Attack3 ()
289 {SELFPARAM();
290         makevectors(self.v_angle);
291
292         entity proj;
293         float counter = 0;
294         float total = 1;
295
296         int w = self.weapon;
297         self.weapon = WEP_ELECTRO.m_id;
298         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
299         self.weapon = w;
300
301         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
302
303     while(counter < total)
304         {
305         proj = new(plasma_prim);
306         proj.owner = proj.realowner = self;
307         proj.bot_dodge = true;
308         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
309         proj.use = W_RocketMinsta_Laser_Explode;
310         proj.think = adaptor_think2use_hittype_splash;
311         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
312         PROJECTILE_MAKETRIGGER(proj);
313         proj.projectiledeathtype = WEP_ELECTRO.m_id;
314         setorigin(proj, w_shotorg);
315
316                 proj.rm_force = autocvar_g_rm_laser_force / total;
317                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
318                 proj.rm_edmg = proj.rm_damage;
319
320         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
321
322         proj.movetype = MOVETYPE_BOUNCEMISSILE;
323                 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
324                 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
325         proj.angles = vectoangles(proj.velocity);
326         proj.touch = W_RocketMinsta_Laser_Touch;
327         setsize(proj, '0 0 -3', '0 0 -3');
328         proj.flags = FL_PROJECTILE;
329         proj.missile_flags = MIF_SPLASH;
330
331         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
332
333         MUTATOR_CALLHOOK(EditProjectile, self, proj);
334         counter++;
335     }
336 }
337
338                 METHOD(Vaporizer, wr_aim, void(entity thiswep))
339                 {
340                         if(self.WEP_AMMO(VAPORIZER) > 0)
341                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
342                         else
343                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
344                 }
345                 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
346                 {
347                         float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
348                         // if the laser uses load, we also consider its ammo for reloading
349                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
350                                 thiswep.wr_reload(thiswep);
351                         } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
352                                 thiswep.wr_reload(thiswep);
353                         }
354                         if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
355                         {
356                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
357                                 {
358                                         W_Vaporizer_Attack(thiswep);
359                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
360                                 }
361                         }
362                         if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
363                         {
364                                 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
365                                 {
366                                         bool rapid = autocvar_g_rm_laser_rapid;
367                                         if(actor.jump_interval <= time && !actor.held_down)
368                                         {
369                                                 if(rapid)
370                                                         actor.held_down = true;
371                                                 actor.jump_interval = time + autocvar_g_rm_laser_refire;
372                                                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
373                                                 damage_goodhits = 0;
374                                                 W_RocketMinsta_Attack2();
375                                         }
376                                         else if(rapid && actor.jump_interval2 <= time && actor.held_down)
377                                         {
378                                                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
379                                                 damage_goodhits = 0;
380                                                 W_RocketMinsta_Attack3();
381                                                 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
382                                         }
383                                 }
384                                 else if (actor.jump_interval <= time)
385                                 {
386                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
387                                         actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
388
389                                         // decrease ammo for the laser?
390                                         if(WEP_CVAR_SEC(vaporizer, ammo))
391                                                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
392
393                                         // ugly instagib hack to reuse the fire mode of the laser
394                                         makevectors(actor.v_angle);
395                                         int oldwep = actor.weapon; // we can't avoid this hack
396                                         actor.weapon = WEP_BLASTER.m_id;
397                                         W_Blaster_Attack(
398                                                 actor,
399                                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
400                                                 WEP_CVAR_SEC(vaporizer, shotangle),
401                                                 WEP_CVAR_SEC(vaporizer, damage),
402                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
403                                                 WEP_CVAR_SEC(vaporizer, radius),
404                                                 WEP_CVAR_SEC(vaporizer, force),
405                                                 WEP_CVAR_SEC(vaporizer, speed),
406                                                 WEP_CVAR_SEC(vaporizer, spread),
407                                                 WEP_CVAR_SEC(vaporizer, delay),
408                                                 WEP_CVAR_SEC(vaporizer, lifetime)
409                                         );
410                                         actor.weapon = oldwep;
411
412                                         // now do normal refire
413                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
414                                 }
415                         }
416                         else
417                                 actor.held_down = false;
418                 }
419                 METHOD(Vaporizer, wr_init, void(entity thiswep))
420                 {
421                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
422                         VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
423                 }
424                 METHOD(Vaporizer, wr_setup, void(entity thiswep))
425                 {
426                         self.ammo_field = WEP_AMMO(VAPORIZER);
427                         self.vaporizer_lasthit = 0;
428                 }
429                 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
430                 {
431                         float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
432                         float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
433                         ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
434                         return ammo_amount;
435                 }
436                 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
437                 {
438                         if(!WEP_CVAR_SEC(vaporizer, ammo))
439                                 return true;
440                         float ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
441                         ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
442                         return ammo_amount;
443                 }
444                 METHOD(Vaporizer, wr_config, void(entity thiswep))
445                 {
446                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
447                 }
448                 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
449                 {
450                         self.vaporizer_lasthit = 0;
451                 }
452                 METHOD(Vaporizer, wr_reload, void(entity thiswep))
453                 {
454                         float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
455                         float used_ammo;
456                         if(WEP_CVAR_SEC(vaporizer, ammo))
457                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
458                         else
459                                 used_ammo = vaporizer_ammo;
460
461                         W_Reload(self, used_ammo, SND(RELOAD));
462                 }
463                 METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
464                 {
465                         return WEAPON_THINKING_WITH_PORTALS;
466                 }
467                 METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
468                 {
469                         return WEAPON_VAPORIZER_MURDER;
470                 }
471
472 #endif
473 #ifdef CSQC
474
475                 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
476                 {
477                         vector org2 = w_org + w_backoff * 6;
478                         if(w_deathtype & HITTYPE_SECONDARY)
479                         {
480                                 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
481                                 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
482                         }
483                         else
484                         {
485                                 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
486                                 if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
487                         }
488                 }
489                 METHOD(Vaporizer, wr_init, void(entity thiswep))
490                 {
491                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
492                         {
493                                 precache_pic("gfx/reticle_nex");
494                         }
495                 }
496                 METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
497                 {
498                         if(button_zoom || zoomscript_caught)
499                         {
500                                 reticle_image = "gfx/reticle_nex";
501                                 return true;
502                         }
503                         else
504                         {
505                                 // no weapon specific image for this weapon
506                                 return false;
507                         }
508                 }
509
510 #endif
511 #endif