#ifndef IMPLEMENTATION 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 0.6", /* 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, damage) \ 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; .float jump_interval2; .bool held_down; .float rm_force; .float rm_damage; .float rm_edmg; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); } void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); } void W_RocketMinsta_Explosion(vector loc) {SELFPARAM(); if(accuracy_canbegooddamage(self)) accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0); entity dmgent = spawn(); dmgent.owner = dmgent.realowner = self; setorigin(dmgent, loc); RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other); remove(dmgent); } void W_Vaporizer_Attack(void) {SELFPARAM(); bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000); W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage); // handle sound separately so we can change the volume // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway) sound (self, CH_WEAPON_A, W_Sound("minstanexfire"), VOL_BASE * 0.8, ATTEN_NORM); yoda = 0; damage_goodhits = 0; FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); 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; Send_Effect(EFFECT_VORTEX_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) Send_Effect(EFFECT_VAPORIZER_RED_HIT, w_shotorg, v, 1); else Send_Effect(EFFECT_VAPORIZER_RED, w_shotorg, v, 1); break; case NUM_TEAM_2: // Blue if(damage_goodhits) Send_Effect(EFFECT_VAPORIZER_BLUE_HIT, w_shotorg, v, 1); else Send_Effect(EFFECT_VAPORIZER_BLUE, w_shotorg, v, 1); break; case NUM_TEAM_3: // Yellow if(damage_goodhits) Send_Effect(EFFECT_VAPORIZER_YELLOW_HIT, w_shotorg, v, 1); else Send_Effect(EFFECT_VAPORIZER_YELLOW, w_shotorg, v, 1); break; case NUM_TEAM_4: // Pink if(damage_goodhits) Send_Effect(EFFECT_VAPORIZER_PINK_HIT, w_shotorg, v, 1); else Send_Effect(EFFECT_VAPORIZER_PINK, w_shotorg, v, 1); break; default: if(damage_goodhits) Send_Effect_("TE_TEI_G3_HIT", w_shotorg, v, 1); else Send_Effect_("TE_TEI_G3", w_shotorg, v, 1); break; } if(autocvar_g_rm) if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT))) W_RocketMinsta_Explosion(trace_endpos); W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); } void W_RocketMinsta_Laser_Explode (void) {SELFPARAM(); if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); self.event_damage = func_null; self.takedamage = DAMAGE_NO; RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other); remove(self); } void W_RocketMinsta_Laser_Touch (void) {SELFPARAM(); PROJECTILE_TOUCH; //W_RocketMinsta_Laser_Explode (); RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other); remove(self); } void W_RocketMinsta_Attack2(void) {SELFPARAM(); makevectors(self.v_angle); entity proj; float counter = 0; float total = autocvar_g_rm_laser_count; float spread = autocvar_g_rm_laser_spread; float rndspread = autocvar_g_rm_laser_spread_random; float w = self.weapon; self.weapon = WEP_ELECTRO.m_id; W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, autocvar_g_rm_laser_damage); self.weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); while(counter < total) { proj = spawn (); proj.classname = "plasma_prim"; proj.owner = proj.realowner = self; proj.bot_dodge = true; proj.bot_dodgerating = autocvar_g_rm_laser_damage; proj.use = W_RocketMinsta_Laser_Explode; proj.think = adaptor_think2use_hittype_splash; proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; setorigin(proj, w_shotorg); proj.rm_force = autocvar_g_rm_laser_force / total; proj.rm_damage = autocvar_g_rm_laser_damage / total; proj.rm_edmg = proj.rm_damage; //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); proj.movetype = MOVETYPE_BOUNCEMISSILE; //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser); proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed"); proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5); proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); proj.angles = vectoangles(proj.velocity); proj.touch = W_RocketMinsta_Laser_Touch; setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); MUTATOR_CALLHOOK(EditProjectile, self, proj); counter++; } } void W_RocketMinsta_Attack3 (void) {SELFPARAM(); makevectors(self.v_angle); entity proj; float counter = 0; float total = 1; int w = self.weapon; self.weapon = WEP_ELECTRO.m_id; W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("electro_fire2"), CH_WEAPON_A, autocvar_g_rm_laser_damage); self.weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); while(counter < total) { proj = spawn (); proj.classname = "plasma_prim"; proj.owner = proj.realowner = self; proj.bot_dodge = true; proj.bot_dodgerating = autocvar_g_rm_laser_damage; proj.use = W_RocketMinsta_Laser_Explode; proj.think = adaptor_think2use_hittype_splash; proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; setorigin(proj, w_shotorg); proj.rm_force = autocvar_g_rm_laser_force / total; proj.rm_damage = autocvar_g_rm_laser_damage / total; proj.rm_edmg = proj.rm_damage; //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); proj.movetype = MOVETYPE_BOUNCEMISSILE; proj.velocity = w_shotdir * autocvar_g_rm_laser_speed; proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); proj.angles = vectoangles(proj.velocity); proj.touch = W_RocketMinsta_Laser_Touch; setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); MUTATOR_CALLHOOK(EditProjectile, self, proj); counter++; } } float W_Vaporizer(float req) {SELFPARAM(); float ammo_amount; float vaporizer_ammo; float rapid = autocvar_g_rm_laser_rapid; // now multiple WR_s use this vaporizer_ammo = ((g_instagib) ? 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); if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self)) { if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire))) { W_Vaporizer_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); } } if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm)) { if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) { if(self.jump_interval <= time && !self.held_down) { if(rapid) self.held_down = true; self.jump_interval = time + autocvar_g_rm_laser_refire; self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; damage_goodhits = 0; W_RocketMinsta_Attack2(); } else if(rapid && self.jump_interval2 <= time && self.held_down) { self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; damage_goodhits = 0; W_RocketMinsta_Attack3(); //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); } } else if (self.jump_interval <= time) { // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) 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 instagib hack to reuse the fire mode of the laser makevectors(self.v_angle); int oldwep = self.weapon; // we can't avoid this hack self.weapon = WEP_BLASTER.m_id; W_Blaster_Attack( WEP_BLASTER.m_id | 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) ); self.weapon = oldwep; // now do normal refire weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); } } else self.held_down = false; return true; } case WR_INIT: { precache_model("models/nexflash.md3"); precache_model(W_Model("g_minstanex.md3")); precache_model(W_Model("v_minstanex.md3")); precache_model(W_Model("h_minstanex.iqm")); precache_sound(W_Sound("minstanexfire")); precache_sound(W_Sound("nexwhoosh1")); precache_sound(W_Sound("nexwhoosh2")); precache_sound(W_Sound("nexwhoosh3")); //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.m_id]) >= 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.m_id]) >= 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, W_Sound("reload")); 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) {SELFPARAM(); switch(req) { case WR_IMPACTEFFECT: { vector org2 = w_org + w_backoff * 6; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1); if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); } } else { pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1); if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM); } } return true; } case WR_INIT: { precache_sound(W_Sound("laserimpact")); precache_sound(W_Sound("neximpact")); 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