#ifndef IMPLEMENTATION REGISTER_WEAPON( /* WEP_##id */ BLASTER, /* function */ W_Blaster, /* ammotype */ ammo_none, /* impulse */ 1, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, /* rating */ 0, /* color */ '1 0.5 0.5', /* modelname */ "laser", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairlaser 0.5", /* wepimg */ "weaponlaser", /* refname */ "blaster", /* wepname */ _("Blaster") ); #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster) #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, BOTH, damage) \ w_cvar(id, sn, BOTH, delay) \ w_cvar(id, sn, BOTH, edgedamage) \ w_cvar(id, sn, BOTH, force) \ w_cvar(id, sn, BOTH, force_zscale) \ w_cvar(id, sn, BOTH, lifetime) \ w_cvar(id, sn, BOTH, radius) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, BOTH, shotangle) \ w_cvar(id, sn, BOTH, speed) \ w_cvar(id, sn, BOTH, spread) \ w_cvar(id, sn, NONE, secondary) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float blaster_damage; .float blaster_edgedamage; .float blaster_radius; .float blaster_force; .float blaster_lifetime; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); } void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); } void W_Blaster_Touch(void) { PROJECTILE_TOUCH; self.event_damage = func_null; RadiusDamage( self, self.realowner, self.blaster_damage, self.blaster_edgedamage, self.blaster_radius, world, world, self.blaster_force, self.projectiledeathtype, other ); remove(self); } void W_Blaster_Think(void) { self.movetype = MOVETYPE_FLY; self.think = SUB_Remove; self.nextthink = time + self.blaster_lifetime; CSQCProjectile(self, true, PROJECTILE_BLASTER, true); } void W_Blaster_Attack( float atk_deathtype, float atk_shotangle, float atk_damage, float atk_edgedamage, float atk_radius, float atk_force, float atk_speed, float atk_spread, float atk_delay, float atk_lifetime) { vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); W_SetupShot_Dir(self, s_forward, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage); Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1); entity missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "blasterbolt"; missile.bot_dodge = true; missile.bot_dodgerating = atk_damage; PROJECTILE_MAKETRIGGER(missile); missile.blaster_damage = atk_damage; missile.blaster_edgedamage = atk_edgedamage; missile.blaster_radius = atk_radius; missile.blaster_force = atk_force; missile.blaster_lifetime = atk_lifetime; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SetupProjVelocity_Explicit( missile, w_shotdir, v_up, atk_speed, 0, 0, atk_spread, false ); missile.angles = vectoangles(missile.velocity); //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; missile.touch = W_Blaster_Touch; missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; missile.think = W_Blaster_Think; missile.nextthink = time + atk_delay; MUTATOR_CALLHOOK(EditProjectile, self, missile); if(time >= missile.nextthink) { entity oldself; oldself = self; self = missile; self.think(); self = oldself; } } bool W_Blaster(int request) { switch(request) { case WR_AIM: { if(WEP_CVAR(blaster, secondary)) { if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } else { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } else { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } return true; } case WR_THINK: { if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire))) { W_Blaster_Attack( WEP_BLASTER.m_id, WEP_CVAR_PRI(blaster, shotangle), WEP_CVAR_PRI(blaster, damage), WEP_CVAR_PRI(blaster, edgedamage), WEP_CVAR_PRI(blaster, radius), WEP_CVAR_PRI(blaster, force), WEP_CVAR_PRI(blaster, speed), WEP_CVAR_PRI(blaster, spread), WEP_CVAR_PRI(blaster, delay), WEP_CVAR_PRI(blaster, lifetime) ); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready); } } else if(self.BUTTON_ATCK2) { switch(WEP_CVAR(blaster, secondary)) { case 0: // switch to last used weapon { if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching W_LastWeapon(); break; } case 1: // normal projectile secondary { if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire))) { W_Blaster_Attack( WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(blaster, shotangle), WEP_CVAR_SEC(blaster, damage), WEP_CVAR_SEC(blaster, edgedamage), WEP_CVAR_SEC(blaster, radius), WEP_CVAR_SEC(blaster, force), WEP_CVAR_SEC(blaster, speed), WEP_CVAR_SEC(blaster, spread), WEP_CVAR_SEC(blaster, delay), WEP_CVAR_SEC(blaster, lifetime) ); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready); } break; } } } return true; } case WR_INIT: { precache_model("models/weapons/g_laser.md3"); precache_model("models/weapons/v_laser.md3"); precache_model("models/weapons/h_laser.iqm"); precache_sound("weapons/lasergun_fire.wav"); BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); return true; } case WR_SETUP: { self.ammo_field = ammo_none; return true; } case WR_CHECKAMMO1: case WR_CHECKAMMO2: { return true; // laser has infinite ammo } case WR_CONFIG: { BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); return true; } case WR_SUICIDEMESSAGE: { return WEAPON_BLASTER_SUICIDE; } case WR_KILLMESSAGE: { return WEAPON_BLASTER_MURDER; } } return false; } #endif #ifdef CSQC bool W_Blaster(int request) { switch(request) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); } return true; } case WR_INIT: { precache_sound("weapons/laserimpact.wav"); return true; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return false; } } return false; } #endif #endif