#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ BLASTER, /* function */ W_Blaster, /* ammotype */ ammo_none, /* impulse */ 1, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, /* rating */ 0, /* model */ "laser", /* netname */ "laser", /* fullname */ _("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, MO_BOTH, animtime) \ w_cvar(id, sn, MO_BOTH, damage) \ w_cvar(id, sn, MO_BOTH, delay) \ w_cvar(id, sn, MO_BOTH, edgedamage) \ w_cvar(id, sn, MO_BOTH, force) \ w_cvar(id, sn, MO_BOTH, lifetime) \ w_cvar(id, sn, MO_BOTH, radius) \ w_cvar(id, sn, MO_BOTH, refire) \ w_cvar(id, sn, MO_BOTH, shotangle) \ w_cvar(id, sn, MO_BOTH, speed) \ w_cvar(id, sn, MO_BOTH, spread) \ w_cvar(id, sn, MO_NONE, secondary) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ 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) #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 #else #ifdef SVQC void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); } void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); } void W_Blaster_Touch() { 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() { 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_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); pointparticles(particleeffectnum("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_SetupProjectileVelocityEx( 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 = WEP_BLASTER; missile.think = W_Blaster_Think; missile.nextthink = time + atk_delay; other = missile; MUTATOR_CALLHOOK(EditProjectile); if(time >= missile.nextthink) { entity oldself; oldself = self; self = missile; self.think(); self = oldself; } } float W_Blaster(float 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(WEP_CVAR(blaster, reload_ammo) && self.clip_load < 1) // forced reload { WEP_ACTION(self.weapon, WR_RELOAD); } else if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire))) { W_DecreaseAmmo(ammo_none, 1, TRUE); // WEAPONTODO is this necessary? W_Blaster_Attack( 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) // 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_DecreaseAmmo(ammo_none, 1, TRUE); W_Blaster_Attack( 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_SKIPCVAR, WEP_SET_PROP) return TRUE; } case WR_SETUP: { self.current_ammo = 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_RELOAD: { W_Reload(0, "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_LASER_SUICIDE; } case WR_KILLMESSAGE: { return WEAPON_LASER_MURDER; } } return TRUE; } #endif #ifdef CSQC float W_Blaster(float request) { switch(request) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum("new_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; } } return TRUE; } #endif #endif