#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ BLASTER,
-/* function */ W_Blaster,
-/* 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 0.4",
+/* wepimg */ "weaponlaser",
+/* refname */ "blaster",
+/* wepname */ _("Blaster")
);
-#define BLASTER_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, animtime) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, damage) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, delay) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, edgedamage) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, force) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, lifetime) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, radius) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, refire) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, shotangle) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, speed) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, spread) \
- w_cvar(WEP_BLASTER, blaster, MO_NONE, secondary) \
- w_prop(WEP_BLASTER, blaster, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_BLASTER, blaster, float, reloading_time, reload_time) \
- w_prop(WEP_BLASTER, blaster, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_BLASTER, blaster, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_BLASTER, blaster, string, weaponreplace, weaponreplace) \
- w_prop(WEP_BLASTER, blaster, float, weaponstart, weaponstart) \
- w_prop(WEP_BLASTER, blaster, float, weaponstartoverride, weaponstartoverride)
+#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)
#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;
remove(self);
}
-void W_Blaster_Think()
+void W_Blaster_Think(void)
{
self.movetype = MOVETYPE_FLY;
self.think = SUB_Remove;
}
void W_Blaster_Attack(
+ float atk_deathtype,
float atk_shotangle,
float atk_damage,
float atk_edgedamage,
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- W_SetupProjectileVelocityEx(
+ W_SetupProjVelocity_Explicit(
missile,
w_shotdir,
v_up,
atk_spread,
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;
case WR_THINK:
{
- if(WEP_CVAR(blaster, 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, WEP_CVAR_PRI(blaster, refire)))
{
- W_DecreaseAmmo(ammo_none, 1, TRUE); // WEAPONTODO is this necessary?
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_DecreaseAmmo(ammo_none, 1, TRUE);
W_Blaster_Attack(
+ WEP_BLASTER | HITTYPE_SECONDARY,
WEP_CVAR_SEC(blaster, shotangle),
WEP_CVAR_SEC(blaster, damage),
WEP_CVAR_SEC(blaster, edgedamage),
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)
+ BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- self.current_ammo = ammo_none;
+ self.ammo_field = ammo_none;
return TRUE;
}
return TRUE;
}
- case WR_RELOAD:
- {
- W_Reload(0, "weapons/reload.wav");
- 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;
}
precache_sound("weapons/laserimpact.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
-
- return TRUE;
+ return FALSE;
}
#endif
#endif