3 /* WEP_##id */ BLASTER,
4 /* function */ W_Blaster,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
10 /* netname */ "laser",
11 /* fullname */ _("Blaster")
14 #define BLASTER_SETTINGS(w_cvar,w_prop) \
15 w_cvar(WEP_BLASTER, blaster, MO_BOTH, animtime) \
16 w_cvar(WEP_BLASTER, blaster, MO_BOTH, damage) \
17 w_cvar(WEP_BLASTER, blaster, MO_BOTH, delay) \
18 w_cvar(WEP_BLASTER, blaster, MO_BOTH, edgedamage) \
19 w_cvar(WEP_BLASTER, blaster, MO_BOTH, force) \
20 w_cvar(WEP_BLASTER, blaster, MO_BOTH, lifetime) \
21 w_cvar(WEP_BLASTER, blaster, MO_BOTH, radius) \
22 w_cvar(WEP_BLASTER, blaster, MO_BOTH, refire) \
23 w_cvar(WEP_BLASTER, blaster, MO_BOTH, shotangle) \
24 w_cvar(WEP_BLASTER, blaster, MO_BOTH, speed) \
25 w_cvar(WEP_BLASTER, blaster, MO_BOTH, spread) \
26 w_cvar(WEP_BLASTER, blaster, MO_NONE, secondary) \
27 w_prop(WEP_BLASTER, blaster, float, reloading_ammo, reload_ammo) \
28 w_prop(WEP_BLASTER, blaster, float, reloading_time, reload_time) \
29 w_prop(WEP_BLASTER, blaster, float, switchdelay_raise, switchdelay_raise) \
30 w_prop(WEP_BLASTER, blaster, float, switchdelay_drop, switchdelay_drop) \
31 w_prop(WEP_BLASTER, blaster, string, weaponreplace, weaponreplace) \
32 w_prop(WEP_BLASTER, blaster, float, weaponstart, weaponstart)
35 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
36 .float blaster_damage;
37 .float blaster_edgedamage;
38 .float blaster_radius;
40 .float blaster_lifetime;
44 void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
45 void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
47 void W_Blaster_Touch()
51 self.event_damage = func_null;
57 self.blaster_edgedamage,
62 self.projectiledeathtype,
69 void W_Blaster_Think()
71 self.movetype = MOVETYPE_FLY;
72 self.think = SUB_Remove;
73 self.nextthink = time + self.blaster_lifetime;
74 CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
77 void W_Blaster_Attack(
88 vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
90 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
91 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
93 entity missile = spawn();
94 missile.owner = missile.realowner = self;
95 missile.classname = "blasterbolt";
96 missile.bot_dodge = TRUE;
97 missile.bot_dodgerating = atk_damage;
98 PROJECTILE_MAKETRIGGER(missile);
100 missile.blaster_damage = atk_damage;
101 missile.blaster_edgedamage = atk_edgedamage;
102 missile.blaster_radius = atk_radius;
103 missile.blaster_force = atk_force;
104 missile.blaster_lifetime = atk_lifetime;
106 setorigin(missile, w_shotorg);
107 setsize(missile, '0 0 0', '0 0 0');
109 W_SetupProjectileVelocityEx(
120 missile.angles = vectoangles(missile.velocity);
122 //missile.glow_color = 250; // 244, 250
123 //missile.glow_size = 120;
125 missile.touch = W_Blaster_Touch;
126 missile.flags = FL_PROJECTILE;
127 missile.missile_flags = MIF_SPLASH;
128 missile.projectiledeathtype = WEP_BLASTER;
129 missile.think = W_Blaster_Think;
130 missile.nextthink = time + atk_delay;
132 other = missile; MUTATOR_CALLHOOK(EditProjectile);
134 if(time >= missile.nextthink)
143 float W_Blaster(float request)
149 if(WEP_CVAR(blaster, secondary))
151 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
152 { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
154 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
157 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
164 if(WEP_CVAR(blaster, reload_ammo) && self.clip_load < 1) // forced reload
166 WEP_ACTION(self.weapon, WR_RELOAD);
168 else if(self.BUTTON_ATCK)
170 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
172 W_DecreaseAmmo(ammo_none, 1, TRUE); // WEAPONTODO is this necessary?
174 WEP_CVAR_PRI(blaster, shotangle),
175 WEP_CVAR_PRI(blaster, damage),
176 WEP_CVAR_PRI(blaster, edgedamage),
177 WEP_CVAR_PRI(blaster, radius),
178 WEP_CVAR_PRI(blaster, force),
179 WEP_CVAR_PRI(blaster, speed),
180 WEP_CVAR_PRI(blaster, spread),
181 WEP_CVAR_PRI(blaster, delay),
182 WEP_CVAR_PRI(blaster, lifetime)
184 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
187 else if(self.BUTTON_ATCK2)
189 switch(WEP_CVAR(blaster, secondary))
191 case 0: // switch to last used weapon
193 if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
198 case 1: // normal projectile secondary
200 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
202 W_DecreaseAmmo(ammo_none, 1, TRUE);
204 WEP_CVAR_SEC(blaster, shotangle),
205 WEP_CVAR_SEC(blaster, damage),
206 WEP_CVAR_SEC(blaster, edgedamage),
207 WEP_CVAR_SEC(blaster, radius),
208 WEP_CVAR_SEC(blaster, force),
209 WEP_CVAR_SEC(blaster, speed),
210 WEP_CVAR_SEC(blaster, spread),
211 WEP_CVAR_SEC(blaster, delay),
212 WEP_CVAR_SEC(blaster, lifetime)
214 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
226 precache_model("models/weapons/g_laser.md3");
227 precache_model("models/weapons/v_laser.md3");
228 precache_model("models/weapons/h_laser.iqm");
229 precache_sound("weapons/lasergun_fire.wav");
230 BLASTER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
236 self.current_ammo = ammo_none;
243 return TRUE; // laser has infinite ammo
248 BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
254 W_Reload(0, "weapons/reload.wav");
258 case WR_SUICIDEMESSAGE:
260 return WEAPON_LASER_SUICIDE;
265 return WEAPON_LASER_MURDER;
273 float W_Blaster(float request)
277 case WR_IMPACTEFFECT:
280 org2 = w_org + w_backoff * 6;
281 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
282 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
288 precache_sound("weapons/laserimpact.wav");