3 /* WEP_##id */ BLASTER,
4 /* function */ W_Blaster,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
9 /* color */ '1 0.5 0.5',
10 /* modelname */ "laser",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairlaser 0.4",
13 /* wepimg */ "weaponlaser",
14 /* refname */ "blaster",
15 /* wepname */ _("Blaster")
18 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
19 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, animtime) \
21 w_cvar(id, sn, BOTH, damage) \
22 w_cvar(id, sn, BOTH, delay) \
23 w_cvar(id, sn, BOTH, edgedamage) \
24 w_cvar(id, sn, BOTH, force) \
25 w_cvar(id, sn, BOTH, lifetime) \
26 w_cvar(id, sn, BOTH, radius) \
27 w_cvar(id, sn, BOTH, refire) \
28 w_cvar(id, sn, BOTH, shotangle) \
29 w_cvar(id, sn, BOTH, speed) \
30 w_cvar(id, sn, BOTH, spread) \
31 w_cvar(id, sn, NONE, secondary) \
32 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
33 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
34 w_prop(id, sn, string, weaponreplace, weaponreplace) \
35 w_prop(id, sn, float, weaponstart, weaponstart) \
36 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
39 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
40 .float blaster_damage;
41 .float blaster_edgedamage;
42 .float blaster_radius;
44 .float blaster_lifetime;
48 void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
49 void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
51 void W_Blaster_Touch()
55 self.event_damage = func_null;
61 self.blaster_edgedamage,
66 self.projectiledeathtype,
73 void W_Blaster_Think()
75 self.movetype = MOVETYPE_FLY;
76 self.think = SUB_Remove;
77 self.nextthink = time + self.blaster_lifetime;
78 CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
81 void W_Blaster_Attack(
92 vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
94 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
95 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
97 entity missile = spawn();
98 missile.owner = missile.realowner = self;
99 missile.classname = "blasterbolt";
100 missile.bot_dodge = TRUE;
101 missile.bot_dodgerating = atk_damage;
102 PROJECTILE_MAKETRIGGER(missile);
104 missile.blaster_damage = atk_damage;
105 missile.blaster_edgedamage = atk_edgedamage;
106 missile.blaster_radius = atk_radius;
107 missile.blaster_force = atk_force;
108 missile.blaster_lifetime = atk_lifetime;
110 setorigin(missile, w_shotorg);
111 setsize(missile, '0 0 0', '0 0 0');
113 W_SetupProjVelocity_Explicit(
124 missile.angles = vectoangles(missile.velocity);
126 //missile.glow_color = 250; // 244, 250
127 //missile.glow_size = 120;
129 missile.touch = W_Blaster_Touch;
130 missile.flags = FL_PROJECTILE;
131 missile.missile_flags = MIF_SPLASH;
132 missile.projectiledeathtype = WEP_BLASTER;
133 missile.think = W_Blaster_Think;
134 missile.nextthink = time + atk_delay;
136 other = missile; MUTATOR_CALLHOOK(EditProjectile);
138 if(time >= missile.nextthink)
147 float W_Blaster(float request)
153 if(WEP_CVAR(blaster, secondary))
155 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
156 { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
158 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
161 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
170 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
173 WEP_CVAR_PRI(blaster, shotangle),
174 WEP_CVAR_PRI(blaster, damage),
175 WEP_CVAR_PRI(blaster, edgedamage),
176 WEP_CVAR_PRI(blaster, radius),
177 WEP_CVAR_PRI(blaster, force),
178 WEP_CVAR_PRI(blaster, speed),
179 WEP_CVAR_PRI(blaster, spread),
180 WEP_CVAR_PRI(blaster, delay),
181 WEP_CVAR_PRI(blaster, lifetime)
183 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
186 else if(self.BUTTON_ATCK2)
188 switch(WEP_CVAR(blaster, secondary))
190 case 0: // switch to last used weapon
192 if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
197 case 1: // normal projectile secondary
199 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
202 WEP_CVAR_SEC(blaster, shotangle),
203 WEP_CVAR_SEC(blaster, damage),
204 WEP_CVAR_SEC(blaster, edgedamage),
205 WEP_CVAR_SEC(blaster, radius),
206 WEP_CVAR_SEC(blaster, force),
207 WEP_CVAR_SEC(blaster, speed),
208 WEP_CVAR_SEC(blaster, spread),
209 WEP_CVAR_SEC(blaster, delay),
210 WEP_CVAR_SEC(blaster, lifetime)
212 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
224 precache_model("models/weapons/g_laser.md3");
225 precache_model("models/weapons/v_laser.md3");
226 precache_model("models/weapons/h_laser.iqm");
227 precache_sound("weapons/lasergun_fire.wav");
228 BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
234 self.ammo_field = ammo_none;
241 return TRUE; // laser has infinite ammo
246 BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
250 case WR_SUICIDEMESSAGE:
252 return WEAPON_BLASTER_SUICIDE;
257 return WEAPON_BLASTER_MURDER;
264 float W_Blaster(float request)
268 case WR_IMPACTEFFECT:
271 org2 = w_org + w_backoff * 6;
272 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
273 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
279 precache_sound("weapons/laserimpact.wav");
284 // no weapon specific image for this weapon