#ifdef REGISTER_WEAPON
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',
-/* model */ "laser",
-/* crosshair */ "gfx/crosshairlaser",
-/* netname */ "laser",
-/* fullname */ _("Blaster")
+/* 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)
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_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, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
-void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
+void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER); }
+void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
-void W_Blaster_Touch()
+void W_Blaster_Touch(void)
{
PROJECTILE_TOUCH;
self.projectiledeathtype,
other
);
-
+
remove(self);
}
-void W_Blaster_Think()
+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);
+ CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
}
void W_Blaster_Attack(
+ float atk_deathtype,
float atk_shotangle,
float atk_damage,
float atk_edgedamage,
{
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);
+ 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_dodge = true;
missile.bot_dodgerating = atk_damage;
PROJECTILE_MAKETRIGGER(missile);
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
-
+
W_SetupProjVelocity_Explicit(
missile,
w_shotdir,
0,
0,
atk_spread,
- FALSE
+ 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.projectiledeathtype = atk_deathtype;
missile.think = W_Blaster_Think;
missile.nextthink = time + atk_delay;
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); }
+ { 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); }
+ { 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); }
+ { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
- return TRUE;
+ return true;
}
-
+
case WR_THINK:
{
if(self.BUTTON_ATCK)
if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
{
W_Blaster_Attack(
+ WEP_BLASTER,
WEP_CVAR_PRI(blaster, shotangle),
WEP_CVAR_PRI(blaster, damage),
WEP_CVAR_PRI(blaster, edgedamage),
if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
{
W_Blaster_Attack(
+ WEP_BLASTER | HITTYPE_SECONDARY,
WEP_CVAR_SEC(blaster, shotangle),
WEP_CVAR_SEC(blaster, damage),
WEP_CVAR_SEC(blaster, edgedamage),
}
}
}
- return TRUE;
+ return true;
}
-
- case WR_INIT:
+
+ 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;
+ BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
-
+
case WR_SETUP:
{
self.ammo_field = ammo_none;
- return TRUE;
+ return true;
}
-
+
case WR_CHECKAMMO1:
case WR_CHECKAMMO2:
{
- return TRUE; // laser has infinite ammo
+ return true; // laser has infinite ammo
}
-
+
case WR_CONFIG:
{
- BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
-
+
case WR_SUICIDEMESSAGE:
{
- return WEAPON_LASER_SUICIDE;
+ return WEAPON_BLASTER_SUICIDE;
}
-
+
case WR_KILLMESSAGE:
{
- return WEAPON_LASER_MURDER;
+ return WEAPON_BLASTER_MURDER;
}
}
-
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
+ 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;
+ return true;
}
-
+
case WR_INIT:
{
precache_sound("weapons/laserimpact.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
-
- return TRUE;
+ return false;
}
#endif
#endif