3 /* WEP_##id */ VAPORIZER,
4 /* function */ W_Vaporizer,
5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* modelname */ "minstanex",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairminstanex 0.6",
13 /* wepimg */ "weaponminstanex",
14 /* refname */ "vaporizer",
15 /* wepname */ _("Vaporizer")
18 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
19 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, PRI, ammo) \
21 w_cvar(id, sn, PRI, animtime) \
22 w_cvar(id, sn, PRI, damage) \
23 w_cvar(id, sn, PRI, refire) \
24 w_cvar(id, sn, SEC, ammo) \
25 w_cvar(id, sn, SEC, animtime) \
26 w_cvar(id, sn, SEC, damage) \
27 w_cvar(id, sn, SEC, delay) \
28 w_cvar(id, sn, SEC, edgedamage) \
29 w_cvar(id, sn, SEC, force) \
30 w_cvar(id, sn, SEC, lifetime) \
31 w_cvar(id, sn, SEC, radius) \
32 w_cvar(id, sn, SEC, refire) \
33 w_cvar(id, sn, SEC, shotangle) \
34 w_cvar(id, sn, SEC, speed) \
35 w_cvar(id, sn, SEC, spread) \
36 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
37 w_prop(id, sn, float, reloading_time, reload_time) \
38 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
39 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
40 w_prop(id, sn, string, weaponreplace, weaponreplace) \
41 w_prop(id, sn, float, weaponstart, weaponstart) \
42 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
43 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
46 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 .float vaporizer_lasthit;
52 void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
53 void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
55 void W_Vaporizer_Attack(void)
57 float flying, vaporizer_damage;
58 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
59 vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
61 W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
62 // handle sound separately so we can change the volume
63 // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
64 sound (self, CH_WEAPON_A, "weapons/minstanexfire.wav", VOL_BASE * 0.8, ATTEN_NORM);
68 FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER);
71 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
72 if(damage_goodhits && self.vaporizer_lasthit)
74 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
75 damage_goodhits = 0; // only every second time
78 self.vaporizer_lasthit = damage_goodhits;
80 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
82 // teamcolor / hit beam effect
84 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
87 case NUM_TEAM_1: // Red
89 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
91 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
93 case NUM_TEAM_2: // Blue
95 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
97 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
99 case NUM_TEAM_3: // Yellow
101 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
103 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
105 case NUM_TEAM_4: // Pink
107 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
109 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
113 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
115 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
119 W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
122 float W_Vaporizer(float req)
125 float vaporizer_ammo;
127 // now multiple WR_s use this
128 vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
134 if(self.WEP_AMMO(VAPORIZER) > 0)
135 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
137 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
143 // if the laser uses load, we also consider its ammo for reloading
144 if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
145 WEP_ACTION(self.weapon, WR_RELOAD);
146 else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
147 WEP_ACTION(self.weapon, WR_RELOAD);
148 else if(self.BUTTON_ATCK)
150 if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
152 W_Vaporizer_Attack();
153 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
156 else if(self.BUTTON_ATCK2)
158 if(self.jump_interval <= time)
159 if(weapon_prepareattack(1, -1))
161 // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
162 self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
164 // decrease ammo for the laser?
165 if(WEP_CVAR_SEC(vaporizer, ammo))
166 W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
168 // ugly instagib hack to reuse the fire mode of the laser
169 int oldwep = self.weapon; // we can't avoid this hack
170 self.weapon = WEP_BLASTER;
172 WEP_BLASTER | HITTYPE_SECONDARY,
173 WEP_CVAR_SEC(vaporizer, shotangle),
174 WEP_CVAR_SEC(vaporizer, damage),
175 WEP_CVAR_SEC(vaporizer, edgedamage),
176 WEP_CVAR_SEC(vaporizer, radius),
177 WEP_CVAR_SEC(vaporizer, force),
178 WEP_CVAR_SEC(vaporizer, speed),
179 WEP_CVAR_SEC(vaporizer, spread),
180 WEP_CVAR_SEC(vaporizer, delay),
181 WEP_CVAR_SEC(vaporizer, lifetime)
183 self.weapon = oldwep;
185 // now do normal refire
186 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
194 precache_model("models/nexflash.md3");
195 precache_model("models/weapons/g_minstanex.md3");
196 precache_model("models/weapons/v_minstanex.md3");
197 precache_model("models/weapons/h_minstanex.iqm");
198 precache_sound("weapons/minstanexfire.wav");
199 precache_sound("weapons/nexwhoosh1.wav");
200 precache_sound("weapons/nexwhoosh2.wav");
201 precache_sound("weapons/nexwhoosh3.wav");
202 //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
203 VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
208 self.ammo_field = WEP_AMMO(VAPORIZER);
209 self.vaporizer_lasthit = 0;
214 ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
215 ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo;
220 if(!WEP_CVAR_SEC(vaporizer, ammo))
222 ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
223 ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
228 VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
233 self.vaporizer_lasthit = 0;
239 if(WEP_CVAR_SEC(vaporizer, ammo))
240 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
242 used_ammo = vaporizer_ammo;
244 W_Reload(used_ammo, "weapons/reload.wav");
247 case WR_SUICIDEMESSAGE:
249 return WEAPON_THINKING_WITH_PORTALS;
253 return WEAPON_VAPORIZER_MURDER;
260 float W_Vaporizer(float req)
264 case WR_IMPACTEFFECT:
267 org2 = w_org + w_backoff * 6;
268 if(w_deathtype & HITTYPE_SECONDARY)
270 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
271 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
275 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
276 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); }
282 precache_sound("weapons/laserimpact.wav");
283 precache_sound("weapons/neximpact.wav");
284 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
286 precache_pic("gfx/reticle_nex");
292 if(button_zoom || zoomscript_caught)
294 reticle_image = "gfx/reticle_nex";
299 // no weapon specific image for this weapon