]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vaporizer.qc
Remove various SELFPARAM
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vaporizer.qc
index 41079791d83542933c5489d3c6a69bfacb2fdac6..c4672e727c53a05a19c945308291801aecb8518f 100644 (file)
@@ -14,38 +14,42 @@ CLASS(Vaporizer, Weapon)
 /* wepimg    */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
 /* refname   */ ATTRIB(Vaporizer, netname, string, "vaporizer");
 /* wepname   */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, PRI) \
+       P(class, prefix, animtime, float, PRI) \
+       P(class, prefix, damage, float, PRI) \
+       P(class, prefix, refire, float, PRI) \
+       P(class, prefix, ammo, float, SEC) \
+       P(class, prefix, animtime, float, SEC) \
+       P(class, prefix, damage, float, SEC) \
+       P(class, prefix, delay, float, SEC) \
+       P(class, prefix, edgedamage, float, SEC) \
+       P(class, prefix, force, float, SEC) \
+       P(class, prefix, lifetime, float, SEC) \
+       P(class, prefix, radius, float, SEC) \
+       P(class, prefix, refire, float, SEC) \
+       P(class, prefix, shotangle, float, SEC) \
+       P(class, prefix, speed, float, SEC) \
+       P(class, prefix, spread, float, SEC) \
+       P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, Vaporizer, vaporizer)
+#undef X
+
 ENDCLASS(Vaporizer)
-REGISTER_WEAPON(VAPORIZER, NEW(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)
+REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
+
 
 #ifdef SVQC
-VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float vaporizer_lasthit;
 .float jump_interval;
 .float jump_interval2;
@@ -56,12 +60,115 @@ VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #endif
 #ifdef IMPLEMENTATION
+
+REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
+
+#if defined(SVQC)
+void SendCSQCVaporizerBeamParticle(entity player, int hit) {
+       vector v;
+       v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+       WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
+       WriteCoord(MSG_BROADCAST, w_shotorg.x);
+       WriteCoord(MSG_BROADCAST, w_shotorg.y);
+       WriteCoord(MSG_BROADCAST, w_shotorg.z);
+       WriteCoord(MSG_BROADCAST, v.x);
+       WriteCoord(MSG_BROADCAST, v.y);
+       WriteCoord(MSG_BROADCAST, v.z);
+       WriteByte(MSG_BROADCAST, hit);
+       WriteByte(MSG_BROADCAST, etof(player));
+       WriteByte(MSG_BROADCAST, player.team);
+}
+#elif defined(CSQC)
+bool autocvar_cl_vaporizerbeam_particle = false;
+float autocvar_cl_vaporizerbeam_lifetime = 0.8;
+float autocvar_cl_vaporizerbeam_colorboost = 0.7;
+
+string Draw_VaporizerBeam_trace_callback_tex;
+float Draw_VaporizerBeam_trace_callback_rnd;
+vector Draw_VaporizerBeam_trace_callback_rgb;
+float Draw_VaporizerBeam_trace_callback_a;
+void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
+{
+       float i;
+       vector vorg;
+       vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
+       for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
+               Draw_CylindricLine(hit, start, 8, Draw_VaporizerBeam_trace_callback_tex, 0.25, Draw_VaporizerBeam_trace_callback_rnd, Draw_VaporizerBeam_trace_callback_rgb, min(1, Draw_VaporizerBeam_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
+       Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
+}
+
+.vector vorg1, vorg2;
+.float spawn_time;
+void VaporizerBeam_Draw(entity this)
+{
+       //draw either the old v2.3 beam or the new beam
+       particles_alphamin = particles_alphamax = particles_fade = 1;
+
+       string tex = "particles/lgbeam";
+       if(this.cnt)
+               tex = "particles/gauntletbeam";
+       vector rgb;
+       //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
+       //if (e == NULL)
+       //{
+               rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true);
+               //rgb = '1 1 1';
+       //}
+       //else
+       //      rgb = e.glowmod;
+       rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
+
+       float fail = (this.nextthink - time);
+
+       Draw_VaporizerBeam_trace_callback_tex = tex;
+       Draw_VaporizerBeam_trace_callback_rnd = 0;
+       Draw_VaporizerBeam_trace_callback_rgb = rgb;
+       Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
+       WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, world, world, Draw_VaporizerBeam_trace_callback);
+       Draw_VaporizerBeam_trace_callback_tex = string_null;
+
+       /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
+       if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
+               WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+       else
+               WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
+}
+
+NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
+{
+       Net_Accept(vortex_beam);
+       setthink(this, SUB_Remove);
+       this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
+       this.draw = VaporizerBeam_Draw;
+       this.drawmask = MASK_NORMAL;
+
+       this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
+       this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
+       this.cnt = ReadByte();
+       int myowner = ReadByte();
+       this.owner = playerslots[myowner - 1];
+       this.sv_entnum = myowner;
+       this.team = ReadByte() - 1;
+
+       if(autocvar_cl_vaporizerbeam_particle)
+       {
+               WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
+               this.draw = func_null;
+               this.drawmask = MASK_NORMAL;
+               remove(this);
+       }
+
+       pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
+       return true;
+}
+#endif
+
 #ifdef SVQC
 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
 
-void W_RocketMinsta_Explosion(vector loc)
-{SELFPARAM();
+void W_RocketMinsta_Explosion(entity actor, vector loc)
+{entity this = actor;
        if(accuracy_canbegooddamage(self))
                accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
        entity dmgent = spawn();
@@ -71,19 +178,22 @@ void W_RocketMinsta_Explosion(vector loc)
        remove(dmgent);
 }
 
-void W_Vaporizer_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Vaporizer_Attack(Weapon thiswep, entity actor)
+{entity this = actor;
        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);
+       W_SetupShot(self, true, 0, SND_Null, 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, SND_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);
+       FireRailgunBullet(self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+
+       // do this now, as goodhits is disabled below
+       SendCSQCVaporizerBeamParticle(self, damage_goodhits);
 
        if(yoda && flying)
                Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
@@ -95,25 +205,19 @@ void W_Vaporizer_Attack(Weapon thiswep)
 
        self.vaporizer_lasthit = damage_goodhits;
 
-       Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       // teamcolor / hit beam effect
-       vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
-       Send_Effect((damage_goodhits ? EFFECT_VAPORIZER_HIT(self.team) : EFFECT_VAPORIZER(self.team)), w_shotorg, v, 1);
-
        if(autocvar_g_rm)
        if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
-               W_RocketMinsta_Explosion(trace_endpos);
+               W_RocketMinsta_Explosion(self, trace_endpos);
 
        W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
 }
 
-void W_RocketMinsta_Laser_Explode (void)
-{SELFPARAM();
+void W_RocketMinsta_Laser_Explode (entity this)
+{
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
                        if(DIFF_TEAM(self.realowner, other))
-                               if(other.deadflag == DEAD_NO)
+                               if(!IS_DEAD(other))
                                        if(IsFlying(other))
                                                Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
 
@@ -123,16 +227,21 @@ void W_RocketMinsta_Laser_Explode (void)
        remove(self);
 }
 
-void W_RocketMinsta_Laser_Touch (void)
-{SELFPARAM();
-       PROJECTILE_TOUCH;
+void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
+{
+       WITHSELF(this, W_RocketMinsta_Laser_Explode(this));
+}
+
+void W_RocketMinsta_Laser_Touch (entity this)
+{
+       PROJECTILE_TOUCH(this);
        //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();
+void W_RocketMinsta_Attack2(entity actor)
+{entity this = actor;
        makevectors(self.v_angle);
 
        entity proj;
@@ -141,22 +250,21 @@ void W_RocketMinsta_Attack2(void)
        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, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
-       self.weapon = w;
+       Weapon w = PS(self).m_weapon;
+       PS(self).m_weapon = WEP_ELECTRO;
+       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       PS(self).m_weapon = w;
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
     while(counter < total)
        {
-        proj = spawn ();
-        proj.classname = "plasma_prim";
+        proj = new(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.use = W_RocketMinsta_Laser_Explode_use;
+        setthink(proj, adaptor_think2use_hittype_splash);
         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
         PROJECTILE_MAKETRIGGER(proj);
         proj.projectiledeathtype = WEP_ELECTRO.m_id;
@@ -174,7 +282,7 @@ void W_RocketMinsta_Attack2(void)
                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;
+        settouch(proj, W_RocketMinsta_Laser_Touch);
         setsize(proj, '0 0 -3', '0 0 -3');
         proj.flags = FL_PROJECTILE;
         proj.missile_flags = MIF_SPLASH;
@@ -186,30 +294,29 @@ void W_RocketMinsta_Attack2(void)
     }
 }
 
-void W_RocketMinsta_Attack3 (void)
-{SELFPARAM();
+void W_RocketMinsta_Attack3 (entity actor)
+{entity this = actor;
        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, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
-       self.weapon = w;
+       Weapon w = PS(self).m_weapon;
+       PS(self).m_weapon = WEP_ELECTRO;
+       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       PS(self).m_weapon = w;
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
     while(counter < total)
        {
-        proj = spawn ();
-        proj.classname = "plasma_prim";
+        proj = new(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.use = W_RocketMinsta_Laser_Explode_use;
+        setthink(proj, adaptor_think2use_hittype_splash);
         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
         PROJECTILE_MAKETRIGGER(proj);
         proj.projectiledeathtype = WEP_ELECTRO.m_id;
@@ -225,7 +332,7 @@ void W_RocketMinsta_Attack3 (void)
                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;
+        settouch(proj, W_RocketMinsta_Laser_Touch);
         setsize(proj, '0 0 -3', '0 0 -3');
         proj.flags = FL_PROJECTILE;
         proj.missile_flags = MIF_SPLASH;
@@ -237,179 +344,172 @@ void W_RocketMinsta_Attack3 (void)
     }
 }
 
-               METHOD(Vaporizer, wr_aim, void(entity thiswep))
-               {
-                       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
-               }
-               METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
-               {
-                       float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
-                       // if the laser uses load, we also consider its ammo for reloading
-                       if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
-                       } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
-                       }
-                       if(fire1 && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
-                       {
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(vaporizer, refire)))
-                               {
-                                       W_Vaporizer_Attack(thiswep);
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
-                               }
-                       }
-                       if(fire2 || (fire1 && !actor.ammo_cells && autocvar_g_rm))
-                       {
-                               if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
-                               {
-                                       bool rapid = autocvar_g_rm_laser_rapid;
-                                       if(actor.jump_interval <= time && !actor.held_down)
-                                       {
-                                               if(rapid)
-                                                       actor.held_down = true;
-                                               actor.jump_interval = time + autocvar_g_rm_laser_refire;
-                                               actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
-                                               damage_goodhits = 0;
-                                               W_RocketMinsta_Attack2();
-                                       }
-                                       else if(rapid && actor.jump_interval2 <= time && actor.held_down)
-                                       {
-                                               actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
-                                               damage_goodhits = 0;
-                                               W_RocketMinsta_Attack3();
-                                               //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
-                                       }
-                               }
-                               else if (actor.jump_interval <= time)
-                               {
-                                       // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
-                                       actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
-
-                                       // decrease ammo for the laser?
-                                       if(WEP_CVAR_SEC(vaporizer, ammo))
-                                               W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
-
-                                       // ugly instagib hack to reuse the fire mode of the laser
-                                       makevectors(actor.v_angle);
-                                       int oldwep = actor.weapon; // we can't avoid this hack
-                                       actor.weapon = WEP_BLASTER.m_id;
-                                       W_Blaster_Attack(
-                                               actor,
-                                               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)
-                                       );
-                                       actor.weapon = oldwep;
-
-                                       // now do normal refire
-                                       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
-                               }
-                       }
-                       else
-                               actor.held_down = false;
-               }
-               METHOD(Vaporizer, wr_init, void(entity thiswep))
-               {
-                       //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);
-               }
-               METHOD(Vaporizer, wr_setup, void(entity thiswep))
-               {
-                       self.ammo_field = WEP_AMMO(VAPORIZER);
-                       self.vaporizer_lasthit = 0;
-               }
-               METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
-               {
-                       float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
-                       float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
-                       ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
-                       return ammo_amount;
-               }
-               METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
-               {
-                       if(!WEP_CVAR_SEC(vaporizer, ammo))
-                               return true;
-                       float 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;
-               }
-               METHOD(Vaporizer, wr_config, void(entity thiswep))
-               {
-                       VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
-               {
-                       self.vaporizer_lasthit = 0;
-               }
-               METHOD(Vaporizer, wr_reload, void(entity thiswep))
-               {
-                       float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
-                       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(self, used_ammo, SND(RELOAD));
-               }
-               METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_VAPORIZER_MURDER;
-               }
+METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    if(self.(thiswep.ammo_field) > 0)
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 1, false);
+    else
+        PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+}
+METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+    // if the laser uses load, we also consider its ammo for reloading
+    if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    }
+    if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
+        {
+            W_Vaporizer_Attack(thiswep, actor);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
+        }
+    }
+    if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
+    {
+        if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
+        {
+            bool rapid = autocvar_g_rm_laser_rapid;
+            if(actor.jump_interval <= time && !actor.held_down)
+            {
+                if(rapid)
+                    actor.held_down = true;
+                actor.jump_interval = time + autocvar_g_rm_laser_refire;
+                actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
+                damage_goodhits = 0;
+                W_RocketMinsta_Attack2(actor);
+            }
+            else if(rapid && actor.jump_interval2 <= time && actor.held_down)
+            {
+                actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
+                damage_goodhits = 0;
+                W_RocketMinsta_Attack3(actor);
+                //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
+            }
+        }
+        else if (actor.jump_interval <= time)
+        {
+            // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
+            actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
+
+            // decrease ammo for the laser?
+            if(WEP_CVAR_SEC(vaporizer, ammo))
+                W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
+
+            // ugly instagib hack to reuse the fire mode of the laser
+            makevectors(actor.v_angle);
+            Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack
+            PS(actor).m_weapon = WEP_BLASTER;
+            W_Blaster_Attack(
+                actor,
+                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)
+            );
+            PS(actor).m_weapon = oldwep;
+
+            // now do normal refire
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
+        }
+    }
+    else
+        actor.held_down = false;
+}
+METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    self.ammo_field = (thiswep.ammo_field);
+    self.vaporizer_lasthit = 0;
+}
+METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+    float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
+    ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
+    return ammo_amount;
+}
+METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    if(!WEP_CVAR_SEC(vaporizer, ammo))
+        return true;
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
+    ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
+    return ammo_amount;
+}
+METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    self.vaporizer_lasthit = 0;
+}
+METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+    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(actor, used_ammo, SND_RELOAD);
+}
+METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_VAPORIZER_MURDER;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
-               {
-                       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, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
-                       }
-                       else
-                       {
-                               pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
-                               if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
-                       }
-               }
-               METHOD(Vaporizer, wr_init, void(entity thiswep))
-               {
-                       if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
-                       {
-                               precache_pic("gfx/reticle_nex");
-                       }
-               }
-               METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
-               {
-                       if(button_zoom || zoomscript_caught)
-                       {
-                               reticle_image = "gfx/reticle_nex";
-                               return true;
-                       }
-                       else
-                       {
-                               // no weapon specific image for this weapon
-                               return false;
-                       }
-               }
+METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    vector org2 = w_org + w_backoff * 6;
+    if(w_deathtype & HITTYPE_SECONDARY)
+    {
+        pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+        if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+    }
+    else
+    {
+        pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
+        if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
+    }
+}
+METHOD(Vaporizer, wr_init, void(entity thiswep))
+{
+    if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+    {
+        precache_pic("gfx/reticle_nex");
+    }
+}
+METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
+{
+    if(button_zoom || zoomscript_caught)
+    {
+        reticle_image = "gfx/reticle_nex";
+        return true;
+    }
+    else
+    {
+        // no weapon specific image for this weapon
+        return false;
+    }
+}
 
 #endif
 #endif