3 /* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none)
4 /* impulse */ ATTRIB(Blaster, impulse, int, 1)
5 /* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
7 /* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
8 /* modelname */ ATTRIB(Blaster, mdl, string, "laser");
10 /* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
12 /* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
13 /* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
14 /* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
15 /* refname */ ATTRIB(Blaster, netname, string, "blaster");
16 /* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
18 REGISTER_WEAPON(BLASTER, NEW(Blaster));
20 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
21 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, BOTH, animtime) \
23 w_cvar(id, sn, BOTH, damage) \
24 w_cvar(id, sn, BOTH, delay) \
25 w_cvar(id, sn, BOTH, edgedamage) \
26 w_cvar(id, sn, BOTH, force) \
27 w_cvar(id, sn, BOTH, force_zscale) \
28 w_cvar(id, sn, BOTH, lifetime) \
29 w_cvar(id, sn, BOTH, radius) \
30 w_cvar(id, sn, BOTH, refire) \
31 w_cvar(id, sn, BOTH, shotangle) \
32 w_cvar(id, sn, BOTH, speed) \
33 w_cvar(id, sn, BOTH, spread) \
34 w_cvar(id, sn, NONE, secondary) \
35 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
36 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
37 w_prop(id, sn, string, weaponreplace, weaponreplace) \
38 w_prop(id, sn, float, weaponstart, weaponstart) \
39 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
40 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
43 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
44 .float blaster_damage;
45 .float blaster_edgedamage;
46 .float blaster_radius;
48 .float blaster_lifetime;
53 spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
54 spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
56 void W_Blaster_Touch(void)
60 self.event_damage = func_null;
66 self.blaster_edgedamage,
71 self.projectiledeathtype,
78 void W_Blaster_Think(void)
80 self.movetype = MOVETYPE_FLY;
81 self.think = SUB_Remove;
82 self.nextthink = time + self.blaster_lifetime;
83 CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
86 void W_Blaster_Attack(
99 vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
101 W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
102 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
104 entity missile = spawn();
105 missile.owner = missile.realowner = actor;
106 missile.classname = "blasterbolt";
107 missile.bot_dodge = true;
108 missile.bot_dodgerating = atk_damage;
109 PROJECTILE_MAKETRIGGER(missile);
111 missile.blaster_damage = atk_damage;
112 missile.blaster_edgedamage = atk_edgedamage;
113 missile.blaster_radius = atk_radius;
114 missile.blaster_force = atk_force;
115 missile.blaster_lifetime = atk_lifetime;
117 setorigin(missile, w_shotorg);
118 setsize(missile, '0 0 0', '0 0 0');
120 W_SetupProjVelocity_Explicit(
131 missile.angles = vectoangles(missile.velocity);
133 //missile.glow_color = 250; // 244, 250
134 //missile.glow_size = 120;
136 missile.touch = W_Blaster_Touch;
137 missile.flags = FL_PROJECTILE;
138 missile.missile_flags = MIF_SPLASH;
139 missile.projectiledeathtype = atk_deathtype;
140 missile.think = W_Blaster_Think;
141 missile.nextthink = time + atk_delay;
143 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
145 if (time >= missile.nextthink)
147 WITH(entity, self, missile, missile.think());
151 METHOD(Blaster, wr_aim, void(entity thiswep))
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); }
164 METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
168 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 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(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
188 switch(WEP_CVAR(blaster, secondary))
190 case 0: // switch to last used weapon
192 if(actor.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
197 case 1: // normal projectile secondary
199 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
203 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
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(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
223 METHOD(Blaster, wr_init, void(entity thiswep))
225 BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
228 METHOD(Blaster, wr_setup, void(entity thiswep))
230 self.ammo_field = ammo_none;
233 METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
235 return true; // infinite ammo
238 METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
240 return true; // blaster has infinite ammo
243 METHOD(Blaster, wr_config, void(entity thiswep))
245 BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
248 METHOD(Blaster, wr_suicidemessage, int(entity thiswep))
250 return WEAPON_BLASTER_SUICIDE;
253 METHOD(Blaster, wr_killmessage, int(entity thiswep))
255 return WEAPON_BLASTER_MURDER;
261 METHOD(Blaster, wr_impacteffect, void(entity thiswep))
264 org2 = w_org + w_backoff * 6;
265 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
266 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }