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Cleanse the touch functions of the other evil
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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
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, PRI) \
21         P(class, prefix, animtime, float, PRI) \
22         P(class, prefix, damage, float, PRI) \
23         P(class, prefix, refire, float, PRI) \
24         P(class, prefix, ammo, float, SEC) \
25         P(class, prefix, animtime, float, SEC) \
26         P(class, prefix, damage, float, SEC) \
27         P(class, prefix, delay, float, SEC) \
28         P(class, prefix, edgedamage, float, SEC) \
29         P(class, prefix, force, float, SEC) \
30         P(class, prefix, lifetime, float, SEC) \
31         P(class, prefix, radius, float, SEC) \
32         P(class, prefix, refire, float, SEC) \
33         P(class, prefix, shotangle, float, SEC) \
34         P(class, prefix, speed, float, SEC) \
35         P(class, prefix, spread, float, SEC) \
36         P(class, prefix, reload_ammo, float, NONE) \
37         P(class, prefix, reload_time, float, NONE) \
38         P(class, prefix, switchdelay_raise, float, NONE) \
39         P(class, prefix, switchdelay_drop, float, NONE) \
40         P(class, prefix, weaponreplace, string, NONE) \
41         P(class, prefix, weaponstart, float, NONE) \
42         P(class, prefix, weaponstartoverride, float, NONE) \
43         P(class, prefix, weaponthrowable, float, NONE) \
44         END()
45     W_PROPS(X, Vaporizer, vaporizer)
46 #undef X
47
48 ENDCLASS(Vaporizer)
49 REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
50
51
52 #ifdef SVQC
53 .float vaporizer_lasthit;
54 .float jump_interval;
55 .float jump_interval2;
56 .bool held_down;
57 .float rm_force;
58 .float rm_damage;
59 .float rm_edmg;
60 #endif
61 #endif
62 #ifdef IMPLEMENTATION
63
64 REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
65
66 #if defined(SVQC)
67 void SendCSQCVaporizerBeamParticle(entity player, int hit) {
68         vector v;
69         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
70         WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
71         WriteCoord(MSG_BROADCAST, w_shotorg.x);
72         WriteCoord(MSG_BROADCAST, w_shotorg.y);
73         WriteCoord(MSG_BROADCAST, w_shotorg.z);
74         WriteCoord(MSG_BROADCAST, v.x);
75         WriteCoord(MSG_BROADCAST, v.y);
76         WriteCoord(MSG_BROADCAST, v.z);
77         WriteByte(MSG_BROADCAST, hit);
78         WriteByte(MSG_BROADCAST, etof(player));
79         WriteByte(MSG_BROADCAST, player.team);
80 }
81 #elif defined(CSQC)
82 bool autocvar_cl_vaporizerbeam_particle = false;
83 float autocvar_cl_vaporizerbeam_lifetime = 0.8;
84 float autocvar_cl_vaporizerbeam_colorboost = 0.7;
85
86 string Draw_VaporizerBeam_trace_callback_tex;
87 float Draw_VaporizerBeam_trace_callback_rnd;
88 vector Draw_VaporizerBeam_trace_callback_rgb;
89 float Draw_VaporizerBeam_trace_callback_a;
90 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
91 {
92         float i;
93         vector vorg;
94         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
95         for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
96                 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);
97         Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
98 }
99
100 .vector vorg1, vorg2;
101 .float spawn_time;
102 void VaporizerBeam_Draw(entity this)
103 {
104         //draw either the old v2.3 beam or the new beam
105         particles_alphamin = particles_alphamax = particles_fade = 1;
106
107         string tex = "particles/lgbeam";
108         if(this.cnt)
109                 tex = "particles/gauntletbeam";
110         vector rgb;
111         //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
112         //if (e == NULL)
113         //{
114                 rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true);
115                 //rgb = '1 1 1';
116         //}
117         //else
118         //      rgb = e.glowmod;
119         rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
120
121         float fail = (this.nextthink - time);
122
123         Draw_VaporizerBeam_trace_callback_tex = tex;
124         Draw_VaporizerBeam_trace_callback_rnd = 0;
125         Draw_VaporizerBeam_trace_callback_rgb = rgb;
126         Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
127         WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, NULL, NULL, Draw_VaporizerBeam_trace_callback);
128         Draw_VaporizerBeam_trace_callback_tex = string_null;
129
130         /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
131         if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
132                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
133         else
134                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
135 }
136
137 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
138 {
139         Net_Accept(vortex_beam);
140         setthink(this, SUB_Remove);
141         this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
142         this.draw = VaporizerBeam_Draw;
143         this.drawmask = MASK_NORMAL;
144
145         this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
146         this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
147         this.cnt = ReadByte();
148         int myowner = ReadByte();
149         this.owner = playerslots[myowner - 1];
150         this.sv_entnum = myowner;
151         this.team = ReadByte() - 1;
152
153         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
154
155         if(autocvar_cl_vaporizerbeam_particle)
156         {
157                 WarpZone_TrailParticles(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
158                 this.draw = func_null;
159                 this.drawmask = MASK_NORMAL;
160                 remove(this);
161         }
162
163         return true;
164 }
165 #endif
166
167 #ifdef SVQC
168 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
169 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
170
171 void W_RocketMinsta_Explosion(entity actor, vector loc)
172 {
173         if(accuracy_canbegooddamage(actor))
174                 accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
175         entity dmgent = spawn();
176         dmgent.owner = dmgent.realowner = actor;
177         setorigin(dmgent, loc);
178         RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
179         remove(dmgent);
180 }
181
182 void W_Vaporizer_Attack(Weapon thiswep, entity actor)
183 {
184         bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
185         float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
186
187         W_SetupShot(actor, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
188         // handle sound separately so we can change the volume
189         // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
190         sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
191
192         yoda = 0;
193         damage_goodhits = 0;
194         FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
195
196         // do this now, as goodhits is disabled below
197         SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
198
199         if(yoda && flying)
200                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
201         if(damage_goodhits && actor.vaporizer_lasthit)
202         {
203                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
204                 damage_goodhits = 0; // only every second time
205         }
206
207         actor.vaporizer_lasthit = damage_goodhits;
208
209         if(autocvar_g_rm)
210         if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
211                 W_RocketMinsta_Explosion(actor, trace_endpos);
212
213         W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
214 }
215
216 void W_RocketMinsta_Laser_Explode (entity this)
217 {
218         if(other.takedamage == DAMAGE_AIM)
219                 if(IS_PLAYER(other))
220                         if(DIFF_TEAM(this.realowner, other))
221                                 if(!IS_DEAD(other))
222                                         if(IsFlying(other))
223                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
224
225         this.event_damage = func_null;
226         this.takedamage = DAMAGE_NO;
227         RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
228         remove(this);
229 }
230
231 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
232 {
233         W_RocketMinsta_Laser_Explode(this);
234 }
235
236 void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
237 {
238         PROJECTILE_TOUCH(this, toucher);
239         //W_RocketMinsta_Laser_Explode ();
240         RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, toucher);
241         remove(this);
242 }
243
244 void W_RocketMinsta_Attack2(entity actor)
245 {
246         makevectors(actor.v_angle);
247
248         entity proj;
249         float counter = 0;
250         float total = autocvar_g_rm_laser_count;
251         float spread = autocvar_g_rm_laser_spread;
252         float rndspread = autocvar_g_rm_laser_spread_random;
253
254         Weapon w = PS(actor).m_weapon;
255         PS(actor).m_weapon = WEP_ELECTRO;
256         W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
257         PS(actor).m_weapon = w;
258
259         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
260
261     while(counter < total)
262         {
263         proj = new(plasma_prim);
264         proj.owner = proj.realowner = actor;
265         proj.bot_dodge = true;
266         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
267         proj.use = W_RocketMinsta_Laser_Explode_use;
268         setthink(proj, adaptor_think2use_hittype_splash);
269         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
270         PROJECTILE_MAKETRIGGER(proj);
271         proj.projectiledeathtype = WEP_ELECTRO.m_id;
272         setorigin(proj, w_shotorg);
273
274                 proj.rm_force = autocvar_g_rm_laser_force / total;
275                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
276                 proj.rm_edmg = proj.rm_damage;
277
278         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
279
280         proj.movetype = MOVETYPE_BOUNCEMISSILE;
281         //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
282                 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
283                 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
284                 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
285         proj.angles = vectoangles(proj.velocity);
286         settouch(proj, W_RocketMinsta_Laser_Touch);
287         setsize(proj, '0 0 -3', '0 0 -3');
288         proj.flags = FL_PROJECTILE;
289         proj.missile_flags = MIF_SPLASH;
290
291         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
292
293         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
294         counter++;
295     }
296 }
297
298 void W_RocketMinsta_Attack3 (entity actor)
299 {
300         makevectors(actor.v_angle);
301
302         entity proj;
303         float counter = 0;
304         float total = 1;
305
306         Weapon w = PS(actor).m_weapon;
307         PS(actor).m_weapon = WEP_ELECTRO;
308         W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
309         PS(actor).m_weapon = w;
310
311         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
312
313     while(counter < total)
314         {
315         proj = new(plasma_prim);
316         proj.owner = proj.realowner = actor;
317         proj.bot_dodge = true;
318         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
319         proj.use = W_RocketMinsta_Laser_Explode_use;
320         setthink(proj, adaptor_think2use_hittype_splash);
321         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
322         PROJECTILE_MAKETRIGGER(proj);
323         proj.projectiledeathtype = WEP_ELECTRO.m_id;
324         setorigin(proj, w_shotorg);
325
326                 proj.rm_force = autocvar_g_rm_laser_force / total;
327                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
328                 proj.rm_edmg = proj.rm_damage;
329
330         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
331
332         proj.movetype = MOVETYPE_BOUNCEMISSILE;
333                 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
334                 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
335         proj.angles = vectoangles(proj.velocity);
336         settouch(proj, W_RocketMinsta_Laser_Touch);
337         setsize(proj, '0 0 -3', '0 0 -3');
338         proj.flags = FL_PROJECTILE;
339         proj.missile_flags = MIF_SPLASH;
340
341         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
342
343         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
344         counter++;
345     }
346 }
347
348 METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
349 {
350     if(actor.(thiswep.ammo_field) > 0)
351         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false);
352     else
353         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
354 }
355 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
356 {
357     float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
358     // if the laser uses load, we also consider its ammo for reloading
359     if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
360         thiswep.wr_reload(thiswep, actor, weaponentity);
361     } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
362         thiswep.wr_reload(thiswep, actor, weaponentity);
363     }
364     if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
365     {
366         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
367         {
368             W_Vaporizer_Attack(thiswep, actor);
369             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
370         }
371     }
372     if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
373     {
374         if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
375         {
376             bool rapid = autocvar_g_rm_laser_rapid;
377             if(actor.jump_interval <= time && !actor.held_down)
378             {
379                 if(rapid)
380                     actor.held_down = true;
381                 actor.jump_interval = time + autocvar_g_rm_laser_refire;
382                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
383                 damage_goodhits = 0;
384                 W_RocketMinsta_Attack2(actor);
385             }
386             else if(rapid && actor.jump_interval2 <= time && actor.held_down)
387             {
388                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
389                 damage_goodhits = 0;
390                 W_RocketMinsta_Attack3(actor);
391                 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
392             }
393         }
394         else if (actor.jump_interval <= time)
395         {
396             // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
397             actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
398
399             // decrease ammo for the laser?
400             if(WEP_CVAR_SEC(vaporizer, ammo))
401                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
402
403             // ugly instagib hack to reuse the fire mode of the laser
404             makevectors(actor.v_angle);
405             Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack
406             PS(actor).m_weapon = WEP_BLASTER;
407             W_Blaster_Attack(
408                 actor,
409                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
410                 WEP_CVAR_SEC(vaporizer, shotangle),
411                 WEP_CVAR_SEC(vaporizer, damage),
412                 WEP_CVAR_SEC(vaporizer, edgedamage),
413                 WEP_CVAR_SEC(vaporizer, radius),
414                 WEP_CVAR_SEC(vaporizer, force),
415                 WEP_CVAR_SEC(vaporizer, speed),
416                 WEP_CVAR_SEC(vaporizer, spread),
417                 WEP_CVAR_SEC(vaporizer, delay),
418                 WEP_CVAR_SEC(vaporizer, lifetime)
419             );
420             PS(actor).m_weapon = oldwep;
421
422             // now do normal refire
423             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
424         }
425     }
426     else
427         actor.held_down = false;
428 }
429 METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
430 {
431     actor.ammo_field = (thiswep.ammo_field);
432     actor.vaporizer_lasthit = 0;
433 }
434 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor))
435 {
436     float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
437     float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
438     ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
439     return ammo_amount;
440 }
441 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor))
442 {
443     if(!WEP_CVAR_SEC(vaporizer, ammo))
444         return true;
445     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
446     ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
447     return ammo_amount;
448 }
449 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
450 {
451     actor.vaporizer_lasthit = 0;
452 }
453 METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
454 {
455     float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
456     float used_ammo;
457     if(WEP_CVAR_SEC(vaporizer, ammo))
458         used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
459     else
460         used_ammo = vaporizer_ammo;
461
462     W_Reload(actor, used_ammo, SND_RELOAD);
463 }
464 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
465 {
466     return WEAPON_THINKING_WITH_PORTALS;
467 }
468 METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
469 {
470     return WEAPON_VAPORIZER_MURDER;
471 }
472
473 #endif
474 #ifdef CSQC
475
476 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
477 {
478     vector org2 = w_org + w_backoff * 6;
479     if(w_deathtype & HITTYPE_SECONDARY)
480     {
481         pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
482         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
483     }
484     else
485     {
486         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
487         if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
488     }
489 }
490 METHOD(Vaporizer, wr_init, void(entity thiswep))
491 {
492     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
493     {
494         precache_pic("gfx/reticle_nex");
495     }
496 }
497 METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
498 {
499     if(button_zoom || zoomscript_caught)
500     {
501         reticle_image = "gfx/reticle_nex";
502         return true;
503     }
504     else
505     {
506         // no weapon specific image for this weapon
507         return false;
508     }
509 }
510
511 #endif
512 #endif