#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ LASER,
-/* function */ W_Laser,
-/* ammotype */ 0,
-/* impulse */ 1,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ 0,
-/* model */ "laser",
-/* 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)
+#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ 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_cvar(id, sn, BOTH, shotangle) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, NONE, secondary) \
+ 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
+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_laser() { weapon_defaultspawnfunc(WEP_LASER); }
-void(float imp) W_SwitchWeapon;
-void() W_LastWeapon;
-
-void SendCSQCShockwaveParticle(vector endpos)
-{
- //endpos = WarpZone_UnTransformOrigin(transform, endpos);
-
- WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
- WriteCoord(MSG_BROADCAST, w_shotorg_x);
- WriteCoord(MSG_BROADCAST, w_shotorg_y);
- WriteCoord(MSG_BROADCAST, w_shotorg_z);
- WriteCoord(MSG_BROADCAST, endpos_x);
- WriteCoord(MSG_BROADCAST, endpos_y);
- WriteCoord(MSG_BROADCAST, endpos_z);
- WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_max, 255));
- WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
- WriteByte(MSG_BROADCAST, num_for_edict(self));
-}
+void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER); }
+void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
-void W_Laser_Touch()
+void W_Blaster_Touch(void)
{
PROJECTILE_TOUCH;
self.event_damage = func_null;
-
- if(self.dmg)
- RadiusDamage(self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
- else
- RadiusDamage(self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
+
+ 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_Laser_Think()
+void W_Blaster_Think(void)
{
self.movetype = MOVETYPE_FLY;
self.think = SUB_Remove;
-
- if(self.dmg)
- self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
- else
- self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
-
- CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
+ self.nextthink = time + self.blaster_lifetime;
+ CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
}
-void W_Laser_Attack(float issecondary)
+void W_Blaster_Attack(
+ 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)
{
- entity missile;
- vector s_forward;
- float a;
-
- a = autocvar_g_balance_laser_primary_shotangle;
- s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
-
- //if(nodamage)
- // W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
- /*else*/if(issecondary == 1)
- W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
- else
- W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
+ 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);
- missile = spawn();
+ entity missile = spawn();
missile.owner = missile.realowner = self;
- missile.classname = "laserbolt";
- missile.dmg = 0;
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
-
+ missile.classname = "blasterbolt";
+ missile.bot_dodge = true;
+ missile.bot_dodgerating = atk_damage;
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_LASER;
+
+ 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_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
+ 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;
- missile.touch = W_Laser_Touch;
+ missile.touch = W_Blaster_Touch;
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
-
- missile.think = W_Laser_Think;
- missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
+ missile.missile_flags = MIF_SPLASH;
+ missile.projectiledeathtype = atk_deathtype;
+ missile.think = W_Blaster_Think;
+ missile.nextthink = time + atk_delay;
other = missile; MUTATOR_CALLHOOK(EditProjectile);
self = oldself;
}
}
-
-float W_Laser(float request)
+float W_Blaster(float request)
{
switch(request)
{
case WR_AIM:
{
- if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range))
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+ 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(1000000, 0, 1, FALSE);
- return TRUE;
+ { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+
+ return true;
}
-
+
case WR_THINK:
{
- if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
{
- W_DecreaseAmmo(ammo_none, 1, TRUE);
-
- if not(autocvar_g_balance_laser_primary)
- W_Laser_Shockwave();
- else
- W_Laser_Attack(FALSE);
-
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+ W_Blaster_Attack(
+ WEP_BLASTER,
+ 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(autocvar_g_balance_laser_secondary)
+ switch(WEP_CVAR(blaster, secondary))
{
case 0: // switch to last used weapon
{
- if(self.switchweapon == WEP_LASER) // don't do this if already switching
+ if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
W_LastWeapon();
-
break;
}
case 1: // normal projectile secondary
{
- if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
{
- W_DecreaseAmmo(ammo_none, 1, TRUE);
- W_Laser_Attack(TRUE);
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+ W_Blaster_Attack(
+ WEP_BLASTER | 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(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
}
break;
}
-
- case 2: // melee attack secondary
- {
- if(!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
- if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire))
- {
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- W_Laser_Melee();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
- }
- }
}
}
- 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");
- return TRUE;
+ BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
-
+
case WR_SETUP:
{
- self.current_ammo = ammo_none;
- return TRUE;
+ self.ammo_field = ammo_none;
+ return true;
}
-
+
case WR_CHECKAMMO1:
case WR_CHECKAMMO2:
{
- return TRUE; // laser has infinite ammo
+ return true; // laser has infinite ammo
}
-
- case WR_RELOAD:
+
+ case WR_CONFIG:
{
- W_Reload(0, "weapons/reload.wav");
- 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
-float W_Laser(float request)
+float W_Blaster(float request)
{
switch(request)
{
{
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 TRUE;
+ return false;
}
#endif
#endif