#include "blaster.qh" #ifndef IMPLEMENTATION CLASS(Blaster, Weapon) /* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none); /* impulse */ ATTRIB(Blaster, impulse, int, 1); /* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5'); /* modelname */ ATTRIB(Blaster, mdl, string, "laser"); #ifdef GAMEQC /* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM); #endif /* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser"); /* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5); /* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser"); /* refname */ ATTRIB(Blaster, netname, string, "blaster"); /* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, delay, float, BOTH) \ P(class, prefix, edgedamage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, force_zscale, float, BOTH) \ P(class, prefix, lifetime, float, BOTH) \ P(class, prefix, radius, float, BOTH) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, secondary, float, NONE) \ P(class, prefix, shotangle, float, BOTH) \ P(class, prefix, speed, float, BOTH) \ P(class, prefix, spread, float, BOTH) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Blaster, blaster) #undef X ENDCLASS(Blaster) REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster)); #ifdef SVQC .float blaster_damage; .float blaster_edgedamage; .float blaster_radius; .float blaster_force; .float blaster_lifetime; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); } spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); } void W_Blaster_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; RadiusDamage( this, this.realowner, this.blaster_damage, this.blaster_edgedamage, this.blaster_radius, NULL, NULL, this.blaster_force, this.projectiledeathtype, toucher ); delete(this); } void W_Blaster_Think(entity this) { set_movetype(this, MOVETYPE_FLY); setthink(this, SUB_Remove); this.nextthink = time + this.blaster_lifetime; CSQCProjectile(this, true, PROJECTILE_BLASTER, true); } void W_Blaster_Attack( entity actor, .entity weaponentity, 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(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = new(blasterbolt); missile.owner = missile.realowner = actor; 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; settouch(missile, W_Blaster_Touch); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; setthink(missile, W_Blaster_Think); missile.nextthink = time + atk_delay; MUTATOR_CALLHOOK(EditProjectile, actor, missile); if (time >= missile.nextthink) { getthink(missile)(missile); } } METHOD(Blaster, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(blaster, secondary)) { if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } else { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } else { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) { if(fire & 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire))) { W_Blaster_Attack( actor, weaponentity, 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(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready); } } else if(fire & 2) { switch(WEP_CVAR(blaster, secondary)) { case 0: // switch to last used weapon { if(actor.(weaponentity).m_switchweapon == WEP_BLASTER) // don't do this if already switching W_LastWeapon(actor, weaponentity); break; } case 1: // normal projectile secondary { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire))) { W_Blaster_Attack( actor, weaponentity, 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(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready); } break; } } } } METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // infinite ammo } METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // blaster has infinite ammo } METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_BLASTER_SUICIDE; } METHOD(Blaster, wr_killmessage, Notification(entity thiswep)) { return WEAPON_BLASTER_MURDER; } #endif #ifdef CSQC METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 6; pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } } #endif #endif