#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ VAPORIZER, /* function */ W_Vaporizer, /* ammotype */ ammo_cells, /* impulse */ 7, /* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN, /* rating */ BOT_PICKUP_RATING_HIGH, /* color */ '0.5 1 1', /* modelname */ "minstanex", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairminstanex 0.4", /* wepimg */ "weaponminstanex", /* refname */ "vaporizer", /* wepname */ _("Vaporizer") ); #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer) #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, PRI, ammo) \ w_cvar(id, sn, PRI, animtime) \ w_cvar(id, sn, PRI, refire) \ w_cvar(id, sn, SEC, ammo) \ w_cvar(id, sn, SEC, animtime) \ w_cvar(id, sn, SEC, damage) \ w_cvar(id, sn, SEC, delay) \ w_cvar(id, sn, SEC, edgedamage) \ w_cvar(id, sn, SEC, force) \ w_cvar(id, sn, SEC, lifetime) \ w_cvar(id, sn, SEC, radius) \ w_cvar(id, sn, SEC, refire) \ w_cvar(id, sn, SEC, shotangle) \ w_cvar(id, sn, SEC, speed) \ w_cvar(id, sn, SEC, spread) \ 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) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float vaporizer_lasthit; .float jump_interval; #endif #else #ifdef SVQC void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); } void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); } void W_Vaporizer_Attack(void) { float flying; flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last W_SetupShot(self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000); yoda = 0; damage_goodhits = 0; FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER); if(yoda && flying) Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); if(damage_goodhits && self.vaporizer_lasthit) { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); damage_goodhits = 0; // only every second time } self.vaporizer_lasthit = damage_goodhits; pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); // teamcolor / hit beam effect vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); switch(self.team) { case NUM_TEAM_1: // Red if(damage_goodhits) WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v); else WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v); break; case NUM_TEAM_2: // Blue if(damage_goodhits) WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v); else WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v); break; case NUM_TEAM_3: // Yellow if(damage_goodhits) WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v); else WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v); break; case NUM_TEAM_4: // Pink if(damage_goodhits) WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v); else WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v); break; default: if(damage_goodhits) WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v); else WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v); break; } W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); } float W_Vaporizer(float req) { float ammo_amount; float vaporizer_ammo; // now multiple WR_s use this vaporizer_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); switch(req) { case WR_AIM: { if(self.WEP_AMMO(VAPORIZER) > 0) self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE); else self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), FALSE); // WEAPONTODO: replace with proper vaporizer cvars return TRUE; } case WR_THINK: { // if the laser uses load, we also consider its ammo for reloading if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); else if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire))) { W_Vaporizer_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); } } else if(self.BUTTON_ATCK2) { if(self.jump_interval <= time) if(weapon_prepareattack(1, -1)) { // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib) self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(); // decrease ammo for the laser? if(WEP_CVAR_SEC(vaporizer, ammo)) W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo)); // ugly minstagib hack to reuse the fire mode of the laser W_Blaster_Attack( WEP_VAPORIZER | HITTYPE_SECONDARY, WEP_CVAR_SEC(vaporizer, shotangle), WEP_CVAR_SEC(vaporizer, damage), WEP_CVAR_SEC(vaporizer, edgedamage), WEP_CVAR_SEC(vaporizer, radius), WEP_CVAR_SEC(vaporizer, force), WEP_CVAR_SEC(vaporizer, speed), WEP_CVAR_SEC(vaporizer, spread), WEP_CVAR_SEC(vaporizer, delay), WEP_CVAR_SEC(vaporizer, lifetime) ); // now do normal refire weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); } } return TRUE; } case WR_INIT: { precache_model("models/nexflash.md3"); precache_model("models/weapons/g_minstanex.md3"); precache_model("models/weapons/v_minstanex.md3"); precache_model("models/weapons/h_minstanex.iqm"); precache_sound("weapons/minstanexfire.wav"); precache_sound("weapons/nexwhoosh1.wav"); precache_sound("weapons/nexwhoosh2.wav"); precache_sound("weapons/nexwhoosh3.wav"); //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously? VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_SETUP: { self.ammo_field = WEP_AMMO(VAPORIZER); self.vaporizer_lasthit = 0; return TRUE; } case WR_CHECKAMMO1: { ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo; ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo; return ammo_amount; } case WR_CHECKAMMO2: { if(!WEP_CVAR_SEC(vaporizer, ammo)) return TRUE; ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo); ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo); return ammo_amount; } case WR_CONFIG: { VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) return TRUE; } case WR_RESETPLAYER: { self.vaporizer_lasthit = 0; return TRUE; } case WR_RELOAD: { float used_ammo; if(WEP_CVAR_SEC(vaporizer, ammo)) used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo)); else used_ammo = vaporizer_ammo; W_Reload(used_ammo, "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_THINKING_WITH_PORTALS; } case WR_KILLMESSAGE: { return WEAPON_VAPORIZER_MURDER; } } return FALSE; } #endif #ifdef CSQC float W_Vaporizer(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); } } else { pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1); if(!w_issilent) { sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); } } return TRUE; } case WR_INIT: { precache_sound("weapons/laserimpact.wav"); precache_sound("weapons/neximpact.wav"); if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) { precache_pic("gfx/reticle_nex"); } return TRUE; } case WR_ZOOMRETICLE: { if(button_zoom || zoomscript_caught) { reticle_image = "gfx/reticle_nex"; return TRUE; } else { // no weapon specific image for this weapon return FALSE; } } } return FALSE; } #endif #endif